make it clear how to use module system without mach.Core (remove mach.App)
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
7ac5bef717
commit
642cc9b7f7
20 changed files with 567 additions and 334 deletions
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@ -5,8 +5,8 @@ pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const systems = .{
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.start = .{ .handler = start },
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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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};
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@ -14,17 +14,20 @@ pub const systems = .{
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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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game.state().pipeline.release();
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pub fn deinit(core: *mach.Core.Mod, app: *Mod) void {
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app.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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fn start(app: *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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app.schedule(.init);
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}
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fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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fn init(app: *Mod, core: *mach.Core.Mod) !void {
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core.state().on_tick = app.system(.tick);
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core.state().on_exit = app.system(.deinit);
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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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@ -58,7 +61,7 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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const pipeline = core.state().device.createRenderPipeline(&pipeline_descriptor);
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// Store our render pipeline in our module's state, so we can access it later on.
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game.init(.{
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app.init(.{
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.title_timer = try mach.Timer.start(),
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.pipeline = pipeline,
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});
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@ -67,7 +70,7 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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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 tick(core: *mach.Core.Mod, app: *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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@ -101,7 +104,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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defer render_pass.release();
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// Draw
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render_pass.setPipeline(game.state().pipeline);
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render_pass.setPipeline(app.state().pipeline);
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render_pass.draw(3, 1, 0, 0);
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// Finish render pass
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@ -116,8 +119,8 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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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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if (app.state().title_timer.read() >= 1.0) {
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app.state().title_timer.reset();
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try updateWindowTitle(core);
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}
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}
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@ -1,15 +1,41 @@
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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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// The global list of Mach modules our application may use.
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pub const modules = .{
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mach.Core,
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@import("App.zig"),
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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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const allocator = std.heap.c_allocator;
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// Main loop
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while (try mach.core.tick()) {}
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// Initialize module system
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try mach.mods.init(allocator);
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// Schedule .app.start to run.
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mach.mods.schedule(.app, .start);
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// If desired, it is possible to observe when the app has finished starting by dispatching
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// systems until the app has started:
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const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
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try mach.mods.dispatchUntil(stack_space, .mach_core, .started);
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// On some platforms, you can drive the mach.Core main loop yourself - but this isn't
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// possible on all platforms.
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if (mach.Core.supports_non_blocking) {
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mach.Core.non_blocking = true;
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while (mach.mods.mod.mach_core.state != .exited) {
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// Execute systems until a frame has been finished.
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try mach.mods.dispatchUntil(stack_space, .mach_core, .frame_finished);
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}
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} else {
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// On platforms where you cannot control the mach.Core main loop, the .mach_core.start
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// system your app schedules will block forever and the function call below will NEVER
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// return (std.process.exit will occur first.)
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//
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// In this case we can just dispatch systems until there are no more left to execute, which
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// conviently works even if you aren't using mach.Core in your program.
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try mach.mods.dispatch(stack_space, .{});
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}
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}
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@ -5,8 +5,8 @@ pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const systems = .{
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.start = .{ .handler = start },
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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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};
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@ -14,17 +14,20 @@ pub const systems = .{
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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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game.state().pipeline.release();
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pub fn deinit(core: *mach.Core.Mod, app: *Mod) void {
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app.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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fn start(app: *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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app.schedule(.init);
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}
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fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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fn init(app: *Mod, core: *mach.Core.Mod) !void {
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core.state().on_tick = app.system(.tick);
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core.state().on_exit = app.system(.deinit);
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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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@ -58,7 +61,7 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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const pipeline = core.state().device.createRenderPipeline(&pipeline_descriptor);
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// Store our render pipeline in our module's state, so we can access it later on.
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game.init(.{
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app.init(.{
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.title_timer = try mach.Timer.start(),
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.pipeline = pipeline,
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});
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@ -67,7 +70,7 @@ fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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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 tick(core: *mach.Core.Mod, app: *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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@ -101,7 +104,7 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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defer render_pass.release();
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// Draw
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render_pass.setPipeline(game.state().pipeline);
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render_pass.setPipeline(app.state().pipeline);
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render_pass.draw(3, 1, 0, 0);
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// Finish render pass
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@ -116,8 +119,8 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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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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if (app.state().title_timer.read() >= 1.0) {
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app.state().title_timer.reset();
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try updateWindowTitle(core);
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}
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}
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@ -1,15 +1,24 @@
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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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// The global list of Mach modules our application may use.
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pub const modules = .{
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mach.Core,
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@import("App.zig"),
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};
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// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
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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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const allocator = std.heap.c_allocator;
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// Main loop
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while (try mach.core.tick()) {}
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// Initialize module system
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try mach.mods.init(allocator);
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// Schedule .app.start to run.
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mach.mods.schedule(.app, .start);
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// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
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// then this will block forever and never return.
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const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
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try mach.mods.dispatch(stack_space, .{});
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}
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@ -22,6 +22,7 @@ pub const components = .{
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};
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pub const systems = .{
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.start = .{ .handler = start },
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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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@ -42,6 +43,16 @@ pub fn deinit(core: *mach.Core.Mod, renderer: *Renderer.Mod) void {
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core.schedule(.deinit);
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}
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fn start(
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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app: *Mod,
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) !void {
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core.schedule(.init);
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renderer.schedule(.init);
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app.schedule(.init);
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}
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fn init(
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// These are injected dependencies - as long as these modules were registered in the top-level
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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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@ -49,10 +60,10 @@ fn init(
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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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app: *Mod,
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) !void {
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core.schedule(.init);
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renderer.schedule(.init);
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core.state().on_tick = app.system(.tick);
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core.state().on_exit = app.system(.deinit);
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// Create our player entity.
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const player = try entities.new();
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@ -68,9 +79,9 @@ fn init(
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try renderer.set(player, .scale, 1.0);
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// Initialize our game module's state - these are the struct fields defined at the top of this
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// file. If this is not done, then game.state() will panic indicating the state was never
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// file. If this is not done, then app.state() will panic indicating the state was never
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// initialized.
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game.init(.{
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app.init(.{
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.timer = try mach.Timer.start(),
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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@ -83,11 +94,11 @@ fn tick(
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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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app: *Mod,
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) !void {
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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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var direction = app.state().direction;
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var spawning = app.state().spawning;
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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@ -118,18 +129,18 @@ fn tick(
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// Keep track of which direction we want the player to move based on input, and whether we want
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// to be spawning entities.
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//
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// Note that game.state() simply returns a pointer to a global singleton of the struct defined
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// Note that app.state() simply returns a pointer to a global singleton of the struct defined
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// by this file, so we can access fields defined at the top of this file.
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game.state().direction = direction;
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game.state().spawning = spawning;
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app.state().direction = direction;
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app.state().spawning = spawning;
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// Get the current player position
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var player_pos = renderer.get(game.state().player, .position).?;
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var player_pos = renderer.get(app.state().player, .position).?;
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// If we want to spawn new entities, then spawn them now. The timer just makes spawning rate
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// independent of frame rate.
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if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
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_ = game.state().spawn_timer.lap(); // Reset the timer
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if (spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
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_ = app.state().spawn_timer.lap(); // Reset the timer
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for (0..5) |_| {
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// Spawn a new entity at the same position as the player, but smaller in scale.
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const new_entity = try entities.new();
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@ -137,19 +148,19 @@ fn tick(
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try renderer.set(new_entity, .scale, 1.0 / 6.0);
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// Tag the entity as one that follows the player
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try game.set(new_entity, .follower, {});
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try app.set(new_entity, .follower, {});
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}
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}
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// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
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const delta_time = game.state().timer.lap();
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const delta_time = app.state().timer.lap();
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// Calculate the player position, by moving in the direction the player wants to go
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// by the speed amount.
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const speed = 1.0;
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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 renderer.set(game.state().player, .position, player_pos);
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try renderer.set(app.state().player, .position, player_pos);
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// Query all the entities that have the .follower tag indicating they should follow the player.
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// TODO(important): better querying API
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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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@ -7,11 +8,18 @@ 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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// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
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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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const allocator = std.heap.c_allocator;
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// Main loop
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while (try mach.core.tick()) {}
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// Initialize module system
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try mach.mods.init(allocator);
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// Schedule .app.start to run.
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mach.mods.schedule(.app, .start);
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// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
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// then this will block forever and never return.
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const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
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try mach.mods.dispatch(stack_space, .{});
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}
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@ -32,10 +32,10 @@ pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const systems = .{
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.start = .{ .handler = start },
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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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.after_init = .{ .handler = afterInit },
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.end_frame = .{ .handler = endFrame },
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};
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@ -45,7 +45,7 @@ fn deinit(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs
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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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fn start(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, app: *Mod) !void {
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core.schedule(.init);
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sprite_pipeline.schedule(.init);
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glyphs.schedule(.init);
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@ -54,17 +54,20 @@ fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs:
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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.schedule(.after_init);
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app.schedule(.init);
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}
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fn afterInit(
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fn init(
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entities: *mach.Entities.Mod,
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sprite: *gfx.Sprite.Mod,
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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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app: *Mod,
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core: *mach.Core.Mod,
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) !void {
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core.state().on_tick = app.system(.tick);
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core.state().on_exit = app.system(.deinit);
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// Create a sprite rendering pipeline
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const texture = glyphs.state().texture;
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const pipeline = try entities.new();
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@ -84,7 +87,7 @@ fn afterInit(
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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sprite.schedule(.update);
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game.init(.{
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app.init(.{
|
||||
.timer = try mach.Timer.start(),
|
||||
.spawn_timer = try mach.Timer.start(),
|
||||
.player = player,
|
||||
|
|
@ -105,13 +108,13 @@ fn tick(
|
|||
sprite: *gfx.Sprite.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
glyphs: *Glyphs.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
|
||||
// TODO(Core)
|
||||
var iter = core.state().pollEvents();
|
||||
var direction = game.state().direction;
|
||||
var spawning = game.state().spawning;
|
||||
var direction = app.state().direction;
|
||||
var spawning = app.state().spawning;
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| {
|
||||
|
|
@ -138,33 +141,33 @@ fn tick(
|
|||
else => {},
|
||||
}
|
||||
}
|
||||
game.state().direction = direction;
|
||||
game.state().spawning = spawning;
|
||||
app.state().direction = direction;
|
||||
app.state().spawning = spawning;
|
||||
|
||||
var player_transform = sprite.get(game.state().player, .transform).?;
|
||||
var player_transform = sprite.get(app.state().player, .transform).?;
|
||||
var player_pos = player_transform.translation();
|
||||
if (!spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
|
||||
if (!spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
|
||||
// Spawn new entities
|
||||
_ = game.state().spawn_timer.lap();
|
||||
_ = app.state().spawn_timer.lap();
|
||||
for (0..50) |_| {
|
||||
var new_pos = player_pos;
|
||||
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
|
||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
|
||||
new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 25;
|
||||
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 25;
|
||||
|
||||
const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
|
||||
const rand_index = app.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
|
||||
const r = glyphs.state().regions.entries.get(rand_index).value;
|
||||
|
||||
const new_entity = try entities.new();
|
||||
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;
|
||||
try sprite.set(new_entity, .pipeline, app.state().pipeline);
|
||||
app.state().sprites += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
|
||||
const delta_time = game.state().timer.lap();
|
||||
const delta_time = app.state().timer.lap();
|
||||
|
||||
// Animate entities
|
||||
var q = try entities.query(.{
|
||||
|
|
@ -178,15 +181,15 @@ fn tick(
|
|||
// TODO(Core)
|
||||
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) {
|
||||
try entities.remove(id);
|
||||
game.state().sprites -= 1;
|
||||
app.state().sprites -= 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
var transform = Mat4x4.ident;
|
||||
transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time))));
|
||||
transform = transform.mul(&Mat4x4.translate(location));
|
||||
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
|
||||
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
|
||||
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
|
||||
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.state().time / 2.0), 0.2))));
|
||||
entity_transform.* = transform;
|
||||
}
|
||||
}
|
||||
|
|
@ -199,7 +202,7 @@ fn tick(
|
|||
player_transform = Mat4x4.translate(player_pos).mul(
|
||||
&Mat4x4.scale(Vec3.splat(1.0)),
|
||||
);
|
||||
try sprite.set(game.state().player, .transform, player_transform);
|
||||
try sprite.set(app.state().player, .transform, player_transform);
|
||||
sprite.schedule(.update);
|
||||
|
||||
// Perform pre-render work
|
||||
|
|
@ -207,7 +210,7 @@ fn tick(
|
|||
|
||||
// Create a command encoder for this frame
|
||||
const label = @tagName(name) ++ ".tick";
|
||||
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
|
|
@ -222,44 +225,44 @@ fn tick(
|
|||
.load_op = .clear,
|
||||
.store_op = .store,
|
||||
}};
|
||||
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
.label = label,
|
||||
.color_attachments = &color_attachments,
|
||||
}));
|
||||
|
||||
// Render our sprite batch
|
||||
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
sprite_pipeline.state().render_pass = app.state().frame_render_pass;
|
||||
sprite_pipeline.schedule(.render);
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
game.schedule(.end_frame);
|
||||
app.schedule(.end_frame);
|
||||
|
||||
game.state().time += delta_time;
|
||||
app.state().time += delta_time;
|
||||
}
|
||||
|
||||
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
|
||||
fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
|
||||
// Finish render pass
|
||||
game.state().frame_render_pass.end();
|
||||
app.state().frame_render_pass.end();
|
||||
const label = @tagName(name) ++ ".endFrame";
|
||||
var command = game.state().frame_encoder.finish(&.{ .label = label });
|
||||
var command = app.state().frame_encoder.finish(&.{ .label = label });
|
||||
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
command.release();
|
||||
game.state().frame_encoder.release();
|
||||
game.state().frame_render_pass.release();
|
||||
app.state().frame_encoder.release();
|
||||
app.state().frame_render_pass.release();
|
||||
|
||||
// Present the frame
|
||||
core.schedule(.present_frame);
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
if (app.state().fps_timer.read() >= 1.0) {
|
||||
try core.state().printTitle(
|
||||
core.state().main_window,
|
||||
"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
|
||||
.{ game.state().frame_count, game.state().sprites },
|
||||
.{ app.state().frame_count, app.state().sprites },
|
||||
);
|
||||
core.schedule(.update);
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
app.state().fps_timer.reset();
|
||||
app.state().frame_count = 0;
|
||||
}
|
||||
game.state().frame_count += 1;
|
||||
app.state().frame_count += 1;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
// The global list of Mach modules our application may use.
|
||||
pub const modules = .{
|
||||
mach.Core,
|
||||
mach.gfx.sprite_modules,
|
||||
|
|
@ -8,11 +9,18 @@ pub const modules = .{
|
|||
@import("Glyphs.zig"),
|
||||
};
|
||||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
const allocator = std.heap.c_allocator;
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
// Initialize module system
|
||||
try mach.mods.init(allocator);
|
||||
|
||||
// Schedule .app.start to run.
|
||||
mach.mods.schedule(.app, .start);
|
||||
|
||||
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
|
||||
// then this will block forever and never return.
|
||||
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
|
||||
try mach.mods.dispatch(stack_space, .{});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -42,8 +42,8 @@ pub const name = .app;
|
|||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const systems = .{
|
||||
.start = .{ .handler = start },
|
||||
.init = .{ .handler = init },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.tick = .{ .handler = tick },
|
||||
.end_frame = .{ .handler = endFrame },
|
||||
|
|
@ -62,13 +62,13 @@ fn deinit(
|
|||
audio.schedule(.deinit);
|
||||
}
|
||||
|
||||
fn init(
|
||||
fn start(
|
||||
audio: *mach.Audio.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
// If you want to try fullscreen:
|
||||
// try core.set(core.state().main_window, .fullscreen, true);
|
||||
|
|
@ -78,10 +78,10 @@ fn init(
|
|||
text.schedule(.init);
|
||||
text_pipeline.schedule(.init);
|
||||
sprite_pipeline.schedule(.init);
|
||||
game.schedule(.after_init);
|
||||
app.schedule(.init);
|
||||
}
|
||||
|
||||
fn afterInit(
|
||||
fn init(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
|
|
@ -89,11 +89,14 @@ fn afterInit(
|
|||
text_style: *gfx.TextStyle.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
core.state().on_tick = app.system(.tick);
|
||||
core.state().on_exit = app.system(.deinit);
|
||||
|
||||
// Configure the audio module to run our audio_state_change system when entities audio finishes
|
||||
// playing
|
||||
audio.state().on_state_change = game.system(.audio_state_change);
|
||||
audio.state().on_state_change = app.system(.audio_state_change);
|
||||
|
||||
// Create a sprite rendering pipeline
|
||||
const allocator = gpa.allocator();
|
||||
|
|
@ -135,7 +138,7 @@ fn afterInit(
|
|||
const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
|
||||
const sfx = try mach.Audio.Opus.decodeStream(gpa.allocator(), sfx_sound_stream);
|
||||
|
||||
game.init(.{
|
||||
app.init(.{
|
||||
.info_text = info_text,
|
||||
.info_text_style = style1,
|
||||
.timer = try mach.Timer.start(),
|
||||
|
|
@ -177,13 +180,13 @@ fn tick(
|
|||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
) !void {
|
||||
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
|
||||
// TODO(Core)
|
||||
var iter = core.state().pollEvents();
|
||||
var gotta_go_fast = game.state().gotta_go_fast;
|
||||
var gotta_go_fast = app.state().gotta_go_fast;
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| {
|
||||
|
|
@ -202,48 +205,48 @@ fn tick(
|
|||
else => {},
|
||||
}
|
||||
}
|
||||
game.state().gotta_go_fast = gotta_go_fast;
|
||||
app.state().gotta_go_fast = gotta_go_fast;
|
||||
|
||||
// Every second, update the frame rate
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
game.state().frame_rate = game.state().frame_count;
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
if (app.state().fps_timer.read() >= 1.0) {
|
||||
app.state().frame_rate = app.state().frame_count;
|
||||
app.state().fps_timer.reset();
|
||||
app.state().frame_count = 0;
|
||||
}
|
||||
|
||||
try gfx.Text.allocPrintText(
|
||||
text,
|
||||
game.state().info_text,
|
||||
game.state().info_text_style,
|
||||
app.state().info_text,
|
||||
app.state().info_text_style,
|
||||
"[ FPS: {d} ]\n[ Sprites spawned: {d} ]",
|
||||
.{ game.state().frame_rate, game.state().num_sprites_spawned },
|
||||
.{ app.state().frame_rate, app.state().num_sprites_spawned },
|
||||
);
|
||||
text.schedule(.update);
|
||||
|
||||
// var player_transform = sprite.get(game.state().player, .transform).?;
|
||||
// var player_transform = sprite.get(app.state().player, .transform).?;
|
||||
// var player_pos = player_transform.translation();
|
||||
const window_width: f32 = @floatFromInt(core.get(core.state().main_window, .width).?);
|
||||
|
||||
const entities_per_second: f32 = @floatFromInt(
|
||||
game.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
|
||||
app.state().rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
|
||||
);
|
||||
if (game.state().spawn_timer.read() > 1.0 / entities_per_second) {
|
||||
if (app.state().spawn_timer.read() > 1.0 / entities_per_second) {
|
||||
// Spawn new entities
|
||||
_ = game.state().spawn_timer.lap();
|
||||
_ = app.state().spawn_timer.lap();
|
||||
|
||||
var new_pos = vec3(-(window_width / 2), 0, 0);
|
||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
|
||||
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 50;
|
||||
|
||||
const new_entity = try entities.new();
|
||||
try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos));
|
||||
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().num_sprites_spawned += 1;
|
||||
try sprite.set(new_entity, .pipeline, app.state().pipeline);
|
||||
app.state().num_sprites_spawned += 1;
|
||||
}
|
||||
|
||||
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
|
||||
const delta_time = game.state().timer.lap();
|
||||
const delta_time = app.state().timer.lap();
|
||||
|
||||
// Move entities to the right, and make them smaller the further they travel
|
||||
var q = try entities.query(.{
|
||||
|
|
@ -261,11 +264,11 @@ fn tick(
|
|||
|
||||
// Play a new SFX
|
||||
const e = try entities.new();
|
||||
try audio.set(e, .samples, game.state().sfx.samples);
|
||||
try audio.set(e, .channels, game.state().sfx.channels);
|
||||
try audio.set(e, .samples, app.state().sfx.samples);
|
||||
try audio.set(e, .channels, app.state().sfx.channels);
|
||||
try audio.set(e, .index, 0);
|
||||
try audio.set(e, .playing, true);
|
||||
game.state().score += 1;
|
||||
app.state().score += 1;
|
||||
} else {
|
||||
var transform = Mat4x4.ident;
|
||||
transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
|
||||
|
|
@ -283,7 +286,7 @@ fn tick(
|
|||
|
||||
// Create a command encoder for this frame
|
||||
const label = @tagName(name) ++ ".tick";
|
||||
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
|
|
@ -298,39 +301,39 @@ fn tick(
|
|||
.load_op = .clear,
|
||||
.store_op = .store,
|
||||
}};
|
||||
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
.label = label,
|
||||
.color_attachments = &color_attachments,
|
||||
}));
|
||||
|
||||
// Render our sprite batch
|
||||
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
sprite_pipeline.state().render_pass = app.state().frame_render_pass;
|
||||
sprite_pipeline.schedule(.render);
|
||||
|
||||
// Render our text batch
|
||||
text_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
text_pipeline.state().render_pass = app.state().frame_render_pass;
|
||||
text_pipeline.schedule(.render);
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
game.schedule(.end_frame);
|
||||
app.schedule(.end_frame);
|
||||
|
||||
game.state().time += delta_time;
|
||||
app.state().time += delta_time;
|
||||
}
|
||||
|
||||
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
|
||||
fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
|
||||
// Finish render pass
|
||||
game.state().frame_render_pass.end();
|
||||
app.state().frame_render_pass.end();
|
||||
const label = @tagName(name) ++ ".endFrame";
|
||||
var command = game.state().frame_encoder.finish(&.{ .label = label });
|
||||
var command = app.state().frame_encoder.finish(&.{ .label = label });
|
||||
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
command.release();
|
||||
game.state().frame_encoder.release();
|
||||
game.state().frame_render_pass.release();
|
||||
app.state().frame_encoder.release();
|
||||
app.state().frame_render_pass.release();
|
||||
|
||||
// Present the frame
|
||||
core.schedule(.present_frame);
|
||||
|
||||
game.state().frame_count += 1;
|
||||
app.state().frame_count += 1;
|
||||
}
|
||||
|
||||
// TODO: move this helper into gfx module
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
// The global list of Mach modules our application may use.
|
||||
pub const modules = .{
|
||||
mach.Core,
|
||||
mach.gfx.sprite_modules,
|
||||
|
|
@ -9,11 +10,18 @@ pub const modules = .{
|
|||
@import("App.zig"),
|
||||
};
|
||||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
const allocator = std.heap.c_allocator;
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
// Initialize module system
|
||||
try mach.mods.init(allocator);
|
||||
|
||||
// Schedule .app.start to run.
|
||||
mach.mods.schedule(.app, .start);
|
||||
|
||||
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
|
||||
// then this will block forever and never return.
|
||||
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
|
||||
try mach.mods.dispatch(stack_space, .{});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,8 +25,8 @@ pub const name = .app;
|
|||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const systems = .{
|
||||
.start = .{ .handler = start },
|
||||
.init = .{ .handler = init },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.tick = .{ .handler = tick },
|
||||
.audio_state_change = .{ .handler = audioStateChange },
|
||||
|
|
@ -38,10 +38,19 @@ pub const components = .{
|
|||
|
||||
ghost_key_mode: bool = false,
|
||||
|
||||
fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
fn start(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
core.schedule(.init);
|
||||
audio.schedule(.init);
|
||||
app.schedule(.after_init);
|
||||
app.schedule(.init);
|
||||
}
|
||||
|
||||
fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
core.state().on_tick = app.system(.tick);
|
||||
core.state().on_exit = app.system(.deinit);
|
||||
|
||||
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
|
||||
// finishes playing.
|
||||
audio.state().on_state_change = app.system(.audio_state_change);
|
||||
|
||||
// Initialize piano module state
|
||||
app.init(.{});
|
||||
|
|
@ -55,12 +64,6 @@ fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
|
|||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
|
||||
// finishes playing.
|
||||
audio.state().on_state_change = app.system(.audio_state_change);
|
||||
}
|
||||
|
||||
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
|
||||
audio.schedule(.deinit);
|
||||
core.schedule(.deinit);
|
||||
|
|
|
|||
|
|
@ -1,17 +1,25 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
// The global list of Mach modules our application may use.
|
||||
pub const modules = .{
|
||||
mach.Core,
|
||||
mach.Audio,
|
||||
@import("App.zig"),
|
||||
};
|
||||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
const allocator = std.heap.c_allocator;
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
// Initialize module system
|
||||
try mach.mods.init(allocator);
|
||||
|
||||
// Schedule .app.start to run.
|
||||
mach.mods.schedule(.app, .start);
|
||||
|
||||
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
|
||||
// then this will block forever and never return.
|
||||
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
|
||||
try mach.mods.dispatch(stack_space, .{});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -19,8 +19,8 @@ pub const name = .app;
|
|||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const systems = .{
|
||||
.start = .{ .handler = start },
|
||||
.init = .{ .handler = init },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.tick = .{ .handler = tick },
|
||||
.audio_state_change = .{ .handler = audioStateChange },
|
||||
|
|
@ -32,15 +32,28 @@ pub const components = .{
|
|||
|
||||
sfx: mach.Audio.Opus,
|
||||
|
||||
fn init(
|
||||
entities: *mach.Entities.Mod,
|
||||
fn start(
|
||||
core: *mach.Core.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
core.schedule(.init);
|
||||
audio.schedule(.init);
|
||||
app.schedule(.after_init);
|
||||
app.schedule(.init);
|
||||
}
|
||||
|
||||
fn init(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
audio: *mach.Audio.Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
core.state().on_tick = app.system(.tick);
|
||||
core.state().on_exit = app.system(.deinit);
|
||||
|
||||
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
|
||||
// finishes playing.
|
||||
audio.state().on_state_change = app.system(.audio_state_change);
|
||||
|
||||
const bgm_fbs = std.io.fixedBufferStream(assets.bgm.bit_bit_loop);
|
||||
const bgm_sound_stream = std.io.StreamSource{ .const_buffer = bgm_fbs };
|
||||
|
|
@ -68,12 +81,6 @@ fn init(
|
|||
core.schedule(.start);
|
||||
}
|
||||
|
||||
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
|
||||
// finishes playing.
|
||||
audio.state().on_state_change = app.system(.audio_state_change);
|
||||
}
|
||||
|
||||
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
|
||||
audio.schedule(.deinit);
|
||||
core.schedule(.deinit);
|
||||
|
|
|
|||
|
|
@ -1,17 +1,25 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
// The global list of Mach modules our application may use.
|
||||
pub const modules = .{
|
||||
mach.Core,
|
||||
mach.Audio,
|
||||
@import("App.zig"),
|
||||
};
|
||||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
const allocator = std.heap.c_allocator;
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
// Initialize module system
|
||||
try mach.mods.init(allocator);
|
||||
|
||||
// Schedule .app.start to run.
|
||||
mach.mods.schedule(.app, .start);
|
||||
|
||||
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
|
||||
// then this will block forever and never return.
|
||||
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
|
||||
try mach.mods.dispatch(stack_space, .{});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -38,9 +38,9 @@ pub const name = .app;
|
|||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const systems = .{
|
||||
.start = .{ .handler = start },
|
||||
.init = .{ .handler = init },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.tick = .{ .handler = tick },
|
||||
.end_frame = .{ .handler = endFrame },
|
||||
};
|
||||
|
|
@ -53,23 +53,26 @@ fn deinit(
|
|||
core.schedule(.deinit);
|
||||
}
|
||||
|
||||
fn init(
|
||||
fn start(
|
||||
core: *mach.Core.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
core.schedule(.init);
|
||||
sprite_pipeline.schedule(.init);
|
||||
game.schedule(.after_init);
|
||||
app.schedule(.init);
|
||||
}
|
||||
|
||||
fn afterInit(
|
||||
fn init(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
sprite: *gfx.Sprite.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
core.state().on_tick = app.system(.tick);
|
||||
core.state().on_exit = app.system(.deinit);
|
||||
|
||||
// We can create entities, and set components on them. Note that components live in a module
|
||||
// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
|
||||
// type than the `.physics2d` module's `.location` component if you desire.
|
||||
|
|
@ -88,7 +91,7 @@ fn afterInit(
|
|||
try sprite.set(player, .pipeline, pipeline);
|
||||
sprite.schedule(.update);
|
||||
|
||||
game.init(.{
|
||||
app.init(.{
|
||||
.timer = try mach.Timer.start(),
|
||||
.spawn_timer = try mach.Timer.start(),
|
||||
.player = player,
|
||||
|
|
@ -109,13 +112,13 @@ fn tick(
|
|||
core: *mach.Core.Mod,
|
||||
sprite: *gfx.Sprite.Mod,
|
||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
|
||||
// TODO(Core)
|
||||
var iter = core.state().pollEvents();
|
||||
var direction = game.state().direction;
|
||||
var spawning = game.state().spawning;
|
||||
var direction = app.state().direction;
|
||||
var spawning = app.state().spawning;
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| {
|
||||
|
|
@ -142,30 +145,30 @@ fn tick(
|
|||
else => {},
|
||||
}
|
||||
}
|
||||
game.state().direction = direction;
|
||||
game.state().spawning = spawning;
|
||||
app.state().direction = direction;
|
||||
app.state().spawning = spawning;
|
||||
|
||||
var player_transform = sprite.get(game.state().player, .transform).?;
|
||||
var player_transform = sprite.get(app.state().player, .transform).?;
|
||||
var player_pos = player_transform.translation();
|
||||
if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
|
||||
if (spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
|
||||
// Spawn new entities
|
||||
_ = game.state().spawn_timer.lap();
|
||||
_ = app.state().spawn_timer.lap();
|
||||
for (0..100) |_| {
|
||||
var new_pos = player_pos;
|
||||
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
|
||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
|
||||
new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 25;
|
||||
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 25;
|
||||
|
||||
const new_entity = try entities.new();
|
||||
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;
|
||||
try sprite.set(new_entity, .pipeline, app.state().pipeline);
|
||||
app.state().sprites += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
|
||||
const delta_time = game.state().timer.lap();
|
||||
const delta_time = app.state().timer.lap();
|
||||
|
||||
// Rotate entities
|
||||
var q = try entities.query(.{
|
||||
|
|
@ -179,8 +182,8 @@ fn tick(
|
|||
// transform = transform.mul(&Mat4x4.translate(location));
|
||||
var transform = Mat4x4.ident;
|
||||
transform = transform.mul(&Mat4x4.translate(location));
|
||||
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
|
||||
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.state().time / 2.0), 0.5)));
|
||||
entity_transform.* = transform;
|
||||
}
|
||||
}
|
||||
|
|
@ -190,7 +193,7 @@ 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.set(game.state().player, .transform, Mat4x4.translate(player_pos));
|
||||
try sprite.set(app.state().player, .transform, Mat4x4.translate(player_pos));
|
||||
sprite.schedule(.update);
|
||||
|
||||
// Perform pre-render work
|
||||
|
|
@ -198,7 +201,7 @@ fn tick(
|
|||
|
||||
// Create a command encoder for this frame
|
||||
const label = @tagName(name) ++ ".tick";
|
||||
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
|
|
@ -213,46 +216,46 @@ fn tick(
|
|||
.load_op = .clear,
|
||||
.store_op = .store,
|
||||
}};
|
||||
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
.label = label,
|
||||
.color_attachments = &color_attachments,
|
||||
}));
|
||||
|
||||
// Render our sprite batch
|
||||
sprite_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
sprite_pipeline.state().render_pass = app.state().frame_render_pass;
|
||||
sprite_pipeline.schedule(.render);
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
game.schedule(.end_frame);
|
||||
app.schedule(.end_frame);
|
||||
|
||||
game.state().time += delta_time;
|
||||
app.state().time += delta_time;
|
||||
}
|
||||
|
||||
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
|
||||
fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
|
||||
// Finish render pass
|
||||
game.state().frame_render_pass.end();
|
||||
app.state().frame_render_pass.end();
|
||||
const label = @tagName(name) ++ ".endFrame";
|
||||
var command = game.state().frame_encoder.finish(&.{ .label = label });
|
||||
var command = app.state().frame_encoder.finish(&.{ .label = label });
|
||||
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
command.release();
|
||||
game.state().frame_encoder.release();
|
||||
game.state().frame_render_pass.release();
|
||||
app.state().frame_encoder.release();
|
||||
app.state().frame_render_pass.release();
|
||||
|
||||
// Present the frame
|
||||
core.schedule(.present_frame);
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
if (app.state().fps_timer.read() >= 1.0) {
|
||||
try core.state().printTitle(
|
||||
core.state().main_window,
|
||||
"sprite [ FPS: {d} ] [ Sprites: {d} ]",
|
||||
.{ game.state().frame_count, game.state().sprites },
|
||||
.{ app.state().frame_count, app.state().sprites },
|
||||
);
|
||||
core.schedule(.update);
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
app.state().fps_timer.reset();
|
||||
app.state().frame_count = 0;
|
||||
}
|
||||
game.state().frame_count += 1;
|
||||
app.state().frame_count += 1;
|
||||
}
|
||||
|
||||
// TODO: move this helper into gfx module
|
||||
|
|
|
|||
|
|
@ -1,17 +1,25 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
// The global list of Mach modules our application may use.
|
||||
pub const modules = .{
|
||||
mach.Core,
|
||||
mach.gfx.sprite_modules,
|
||||
@import("App.zig"),
|
||||
};
|
||||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
const allocator = std.heap.c_allocator;
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
// Initialize module system
|
||||
try mach.mods.init(allocator);
|
||||
|
||||
// Schedule .app.start to run.
|
||||
mach.mods.schedule(.app, .start);
|
||||
|
||||
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
|
||||
// then this will block forever and never return.
|
||||
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
|
||||
try mach.mods.dispatch(stack_space, .{});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,9 +34,9 @@ pub const name = .app;
|
|||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const systems = .{
|
||||
.start = .{ .handler = start },
|
||||
.init = .{ .handler = init },
|
||||
.deinit = .{ .handler = deinit },
|
||||
.after_init = .{ .handler = afterInit },
|
||||
.tick = .{ .handler = tick },
|
||||
.end_frame = .{ .handler = endFrame },
|
||||
};
|
||||
|
|
@ -59,26 +59,29 @@ fn deinit(
|
|||
core.schedule(.deinit);
|
||||
}
|
||||
|
||||
fn init(
|
||||
fn start(
|
||||
core: *mach.Core.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
core.schedule(.init);
|
||||
text.schedule(.init);
|
||||
text_pipeline.schedule(.init);
|
||||
game.schedule(.after_init);
|
||||
app.schedule(.init);
|
||||
}
|
||||
|
||||
fn afterInit(
|
||||
fn init(
|
||||
entities: *mach.Entities.Mod,
|
||||
core: *mach.Core.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
text_style: *gfx.TextStyle.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
core.state().on_tick = app.system(.tick);
|
||||
core.state().on_exit = app.system(.deinit);
|
||||
|
||||
// TODO: a better way to initialize entities with default values
|
||||
// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)
|
||||
const style1 = try entities.new();
|
||||
|
|
@ -100,7 +103,7 @@ fn afterInit(
|
|||
, .{});
|
||||
text.schedule(.update);
|
||||
|
||||
game.init(.{
|
||||
app.init(.{
|
||||
.timer = try mach.Timer.start(),
|
||||
.spawn_timer = try mach.Timer.start(),
|
||||
.player = player,
|
||||
|
|
@ -120,13 +123,13 @@ fn tick(
|
|||
core: *mach.Core.Mod,
|
||||
text: *gfx.Text.Mod,
|
||||
text_pipeline: *gfx.TextPipeline.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
) !void {
|
||||
// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
|
||||
// TODO(Core)
|
||||
var iter = core.state().pollEvents();
|
||||
var direction = game.state().direction;
|
||||
var spawning = game.state().spawning;
|
||||
var direction = app.state().direction;
|
||||
var spawning = app.state().spawning;
|
||||
while (iter.next()) |event| {
|
||||
switch (event) {
|
||||
.key_press => |ev| {
|
||||
|
|
@ -153,29 +156,29 @@ fn tick(
|
|||
else => {},
|
||||
}
|
||||
}
|
||||
game.state().direction = direction;
|
||||
game.state().spawning = spawning;
|
||||
app.state().direction = direction;
|
||||
app.state().spawning = spawning;
|
||||
|
||||
var player_transform = text.get(game.state().player, .transform).?;
|
||||
var player_transform = text.get(app.state().player, .transform).?;
|
||||
var player_pos = player_transform.translation().divScalar(upscale);
|
||||
if (spawning and game.state().spawn_timer.read() > (1.0 / 60.0)) {
|
||||
if (spawning and app.state().spawn_timer.read() > (1.0 / 60.0)) {
|
||||
// Spawn new entities
|
||||
_ = game.state().spawn_timer.lap();
|
||||
_ = app.state().spawn_timer.lap();
|
||||
for (0..10) |_| {
|
||||
var new_pos = player_pos;
|
||||
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 50;
|
||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
|
||||
new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 50;
|
||||
new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 50;
|
||||
|
||||
// Create some text
|
||||
const new_entity = try entities.new();
|
||||
try text.set(new_entity, .pipeline, game.state().pipeline);
|
||||
try text.set(new_entity, .pipeline, app.state().pipeline);
|
||||
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
|
||||
try gfx.Text.allocPrintText(text, new_entity, game.state().style1, "?!$", .{});
|
||||
try gfx.Text.allocPrintText(text, new_entity, app.state().style1, "?!$", .{});
|
||||
}
|
||||
}
|
||||
|
||||
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
|
||||
const delta_time = game.state().timer.lap();
|
||||
const delta_time = app.state().timer.lap();
|
||||
|
||||
// Rotate entities
|
||||
var q = try entities.query(.{
|
||||
|
|
@ -189,8 +192,8 @@ fn tick(
|
|||
// transform = transform.mul(&Mat4x4.translate(location));
|
||||
var transform = Mat4x4.ident;
|
||||
transform = transform.mul(&Mat4x4.translate(location));
|
||||
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
|
||||
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(app.state().time / 2.0), 0.5)));
|
||||
entity_transform.* = transform;
|
||||
}
|
||||
}
|
||||
|
|
@ -200,8 +203,8 @@ 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.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
|
||||
try text.set(game.state().player, .dirty, true);
|
||||
try text.set(app.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
|
||||
try text.set(app.state().player, .dirty, true);
|
||||
text.schedule(.update);
|
||||
|
||||
// Perform pre-render work
|
||||
|
|
@ -209,7 +212,7 @@ fn tick(
|
|||
|
||||
// Create a command encoder for this frame
|
||||
const label = @tagName(name) ++ ".tick";
|
||||
game.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
|
||||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
|
|
@ -224,40 +227,40 @@ fn tick(
|
|||
.load_op = .clear,
|
||||
.store_op = .store,
|
||||
}};
|
||||
game.state().frame_render_pass = game.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
.label = label,
|
||||
.color_attachments = &color_attachments,
|
||||
}));
|
||||
|
||||
// Render our text batch
|
||||
text_pipeline.state().render_pass = game.state().frame_render_pass;
|
||||
text_pipeline.state().render_pass = app.state().frame_render_pass;
|
||||
text_pipeline.schedule(.render);
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
game.schedule(.end_frame);
|
||||
app.schedule(.end_frame);
|
||||
|
||||
game.state().time += delta_time;
|
||||
app.state().time += delta_time;
|
||||
}
|
||||
|
||||
fn endFrame(
|
||||
entities: *mach.Entities.Mod,
|
||||
game: *Mod,
|
||||
app: *Mod,
|
||||
core: *mach.Core.Mod,
|
||||
) !void {
|
||||
// Finish render pass
|
||||
game.state().frame_render_pass.end();
|
||||
app.state().frame_render_pass.end();
|
||||
const label = @tagName(name) ++ ".endFrame";
|
||||
var command = game.state().frame_encoder.finish(&.{ .label = label });
|
||||
var command = app.state().frame_encoder.finish(&.{ .label = label });
|
||||
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
command.release();
|
||||
game.state().frame_encoder.release();
|
||||
game.state().frame_render_pass.release();
|
||||
app.state().frame_encoder.release();
|
||||
app.state().frame_render_pass.release();
|
||||
|
||||
// Present the frame
|
||||
core.schedule(.present_frame);
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (game.state().fps_timer.read() >= 1.0) {
|
||||
if (app.state().fps_timer.read() >= 1.0) {
|
||||
// Gather some text rendering stats
|
||||
var num_texts: u32 = 0;
|
||||
var num_glyphs: usize = 0;
|
||||
|
|
@ -274,11 +277,11 @@ fn endFrame(
|
|||
try core.state().printTitle(
|
||||
core.state().main_window,
|
||||
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
|
||||
.{ game.state().frame_count, num_texts, num_glyphs },
|
||||
.{ app.state().frame_count, num_texts, num_glyphs },
|
||||
);
|
||||
core.schedule(.update);
|
||||
game.state().fps_timer.reset();
|
||||
game.state().frame_count = 0;
|
||||
app.state().fps_timer.reset();
|
||||
app.state().frame_count = 0;
|
||||
}
|
||||
game.state().frame_count += 1;
|
||||
app.state().frame_count += 1;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,17 +1,25 @@
|
|||
const std = @import("std");
|
||||
const mach = @import("mach");
|
||||
|
||||
// The global list of Mach modules registered for use in our application.
|
||||
// The global list of Mach modules our application may use.
|
||||
pub const modules = .{
|
||||
mach.Core,
|
||||
mach.gfx.text_modules,
|
||||
@import("App.zig"),
|
||||
};
|
||||
|
||||
// TODO(important): use standard entrypoint instead
|
||||
// TODO: move this to a mach "entrypoint" zig module which handles nuances like WASM requires.
|
||||
pub fn main() !void {
|
||||
// Initialize mach.Core
|
||||
try mach.core.initModule();
|
||||
const allocator = std.heap.c_allocator;
|
||||
|
||||
// Main loop
|
||||
while (try mach.core.tick()) {}
|
||||
// Initialize module system
|
||||
try mach.mods.init(allocator);
|
||||
|
||||
// Schedule .app.start to run.
|
||||
mach.mods.schedule(.app, .start);
|
||||
|
||||
// Dispatch systems forever or until there are none left to dispatch. If your app uses mach.Core
|
||||
// then this will block forever and never return.
|
||||
const stack_space = try allocator.alloc(u8, 8 * 1024 * 1024);
|
||||
try mach.mods.dispatch(stack_space, .{});
|
||||
}
|
||||
|
|
|
|||
190
src/Core.zig
190
src/Core.zig
|
|
@ -21,13 +21,40 @@ pub const Platform = switch (build_options.core_platform) {
|
|||
.null => @import("core/Null.zig"),
|
||||
};
|
||||
|
||||
// Whether or not you can drive the main loop in a non-blocking fashion, or if the underlying
|
||||
// platform must take control and drive the main loop itself.
|
||||
pub const supports_non_blocking = switch (build_options.core_platform) {
|
||||
.win32 => true,
|
||||
.x11 => true,
|
||||
.wayland => true,
|
||||
.web => false,
|
||||
.darwin => false,
|
||||
.null => false,
|
||||
};
|
||||
|
||||
/// Set this to true if you intend to drive the main loop yourself.
|
||||
///
|
||||
/// A panic will occur if `supports_non_blocking == false` for the platform.
|
||||
pub var non_blocking = false;
|
||||
|
||||
pub const name = .mach_core;
|
||||
|
||||
pub const Mod = mach.Mod(@This());
|
||||
|
||||
pub const systems = .{
|
||||
.init = .{ .handler = init, .description =
|
||||
\\ Send this once you've configured any options you want on e.g. the core.state().main_window
|
||||
\\ Initialize mach.Core
|
||||
},
|
||||
|
||||
.start = .{ .handler = start, .description =
|
||||
\\ Indicates mach.Core should start its loop and begin scheduling your .app.tick system to run.
|
||||
\\
|
||||
\\ You should register core.state().on_tick and core.state().on_exit callbacks before scheduling
|
||||
\\ this to run.
|
||||
},
|
||||
|
||||
.update = .{ .handler = update, .description =
|
||||
\\ TODO
|
||||
},
|
||||
|
||||
.present_frame = .{ .handler = presentFrame, .description =
|
||||
|
|
@ -37,14 +64,27 @@ pub const systems = .{
|
|||
.exit = .{ .handler = exit, .description =
|
||||
\\ Send this when you would like to exit the application.
|
||||
\\
|
||||
\\ When the next .present_frame occurs, then .app.deinit will be sent giving your app a chance
|
||||
\\ to deinitialize itself and .app.tick will no longer be sent. Once your app is done with
|
||||
\\ deinitialization, you should send the final .mach_core.deinit event which will cause the
|
||||
\\ application to finish.
|
||||
\\ When the next .present_frame runs, then core.state().on_exit will be scheduled to run giving
|
||||
\\ your app a chance to deinitialize itself after the last frame has been rendered, and
|
||||
\\ core.state().on_tick will no longer be sent.
|
||||
\\
|
||||
\\ When core.state().on_exit runs, it must schedule .mach_core.deinit to run which will cause
|
||||
\\ the app to finish.
|
||||
},
|
||||
|
||||
.deinit = .{ .handler = deinit, .description =
|
||||
\\ Send this once your app is fully deinitialized and ready to exit for good.
|
||||
\\ Send this once your app is fully deinitialized and you are ready for mach.Core to exit for
|
||||
\\ good.
|
||||
},
|
||||
|
||||
.started = .{ .handler = fn () void, .description =
|
||||
\\ An interrupt signal that mach.Core sends once it has started. This is an interrupt signal to
|
||||
\\ be used by the application entrypoint.
|
||||
},
|
||||
|
||||
.frame_finished = .{ .handler = fn () void, .description =
|
||||
\\ An interrupt signal that mach.Core sends once a frame has been finished. This is an interrupt
|
||||
\\ signal to be used by the application entrypoint.
|
||||
},
|
||||
};
|
||||
|
||||
|
|
@ -85,11 +125,20 @@ pub const components = .{
|
|||
},
|
||||
};
|
||||
|
||||
// Callback systems
|
||||
on_tick: ?mach.AnySystem = null,
|
||||
on_exit: ?mach.AnySystem = null,
|
||||
|
||||
allocator: std.mem.Allocator,
|
||||
main_window: mach.EntityID,
|
||||
platform: Platform,
|
||||
title: [256:0]u8 = undefined,
|
||||
should_close: bool = false,
|
||||
state: enum {
|
||||
running,
|
||||
exiting,
|
||||
deinitializing,
|
||||
exited,
|
||||
} = .running,
|
||||
linux_gamemode: ?bool = null,
|
||||
frame: Frequency,
|
||||
|
||||
|
|
@ -114,6 +163,7 @@ pub const EventIterator = struct {
|
|||
}
|
||||
};
|
||||
|
||||
// TODO: this needs to be removed.
|
||||
pub const InitOptions = struct {
|
||||
allocator: std.mem.Allocator,
|
||||
is_app: bool = false,
|
||||
|
|
@ -130,24 +180,53 @@ pub const InitOptions = struct {
|
|||
},
|
||||
};
|
||||
|
||||
fn init(core: *Mod, entities: *mach.Entities.Mod, options: InitOptions) !void {
|
||||
fn update(core: *Mod, entities: *mach.Entities.Mod) !void {
|
||||
_ = core; // autofix
|
||||
_ = entities; // autofix
|
||||
}
|
||||
|
||||
fn init(core: *Mod, entities: *mach.Entities.Mod) !void {
|
||||
// TODO: this needs to be removed.
|
||||
const options: InitOptions = .{
|
||||
.allocator = std.heap.c_allocator,
|
||||
};
|
||||
const allocator = options.allocator;
|
||||
|
||||
// TODO: fix all leaks and use options.allocator
|
||||
try mach.sysgpu.Impl.init(std.heap.c_allocator, .{});
|
||||
try mach.sysgpu.Impl.init(allocator, .{});
|
||||
|
||||
const state = core.state();
|
||||
|
||||
state.allocator = options.allocator;
|
||||
state.main_window = try entities.new();
|
||||
try core.set(state.main_window, .fullscreen, false);
|
||||
try core.set(state.main_window, .width, 1920 / 2);
|
||||
try core.set(state.main_window, .height, 1080 / 2);
|
||||
const main_window = try entities.new();
|
||||
try core.set(main_window, .fullscreen, false);
|
||||
try core.set(main_window, .width, 1920 / 2);
|
||||
try core.set(main_window, .height, 1080 / 2);
|
||||
|
||||
// Copy window title into owned buffer.
|
||||
if (options.title.len < state.title.len) {
|
||||
@memcpy(state.title[0..options.title.len], options.title);
|
||||
state.title[options.title.len] = 0;
|
||||
var title: [256:0]u8 = undefined;
|
||||
if (options.title.len < title.len) {
|
||||
@memcpy(title[0..options.title.len], options.title);
|
||||
title[options.title.len] = 0;
|
||||
}
|
||||
|
||||
core.init(.{
|
||||
.allocator = allocator,
|
||||
.main_window = main_window,
|
||||
|
||||
// TODO: remove undefined initialization (disgusting!)
|
||||
.platform = undefined,
|
||||
|
||||
// TODO: these should not be state, they should be components.
|
||||
.title = title,
|
||||
.frame = undefined,
|
||||
.input = undefined,
|
||||
.instance = undefined,
|
||||
.adapter = undefined,
|
||||
.device = undefined,
|
||||
.queue = undefined,
|
||||
.surface = undefined,
|
||||
.swap_chain = undefined,
|
||||
.descriptor = undefined,
|
||||
});
|
||||
const state = core.state();
|
||||
try Platform.init(&state.platform, options);
|
||||
|
||||
state.instance = gpu.createInstance(null) orelse {
|
||||
|
|
@ -227,8 +306,63 @@ fn init(core: *Mod, entities: *mach.Entities.Mod, options: InitOptions) !void {
|
|||
try state.input.start();
|
||||
}
|
||||
|
||||
pub inline fn deinit(entities: *mach.Entities.Mod, core: *Mod) !void {
|
||||
pub fn start(core: *Mod) !void {
|
||||
if (core.state().on_tick == null) @panic("core.state().on_tick callback system must be registered");
|
||||
if (core.state().on_exit == null) @panic("core.state().on_exit callback system must be registered");
|
||||
|
||||
// Signal that mach.Core has started.
|
||||
core.schedule(.started);
|
||||
|
||||
// Schedule the next app tick to run.
|
||||
core.scheduleAny(core.state().on_tick.?);
|
||||
|
||||
// If the user doesn't want mach.Core to take control of the main loop, we bail out - the next
|
||||
// app tick is already scheduled to run in the future and they'll .present_frame to return
|
||||
// control to us later.
|
||||
if (non_blocking) {
|
||||
if (!supports_non_blocking) std.debug.panic(
|
||||
"mach.Core: platform {s} does not support non_blocking=true mode.",
|
||||
.{@tagName(build_options.core_platform)},
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
// The user wants mach.Core to take control of the main loop.
|
||||
|
||||
// TODO: we already have stack space since we are an executing system, so in theory we could
|
||||
// deduplicate this allocation and just use 'our current stack space' - but accessing it from
|
||||
// the dispatcher is tricky.
|
||||
const stack_space = try core.state().allocator.alloc(u8, 8 * 1024 * 1024);
|
||||
|
||||
if (supports_non_blocking) {
|
||||
while (mach.mods.mod.mach_core.state != .exited) {
|
||||
try mach.mods.dispatchUntil(stack_space, .mach_core, .frame_finished);
|
||||
}
|
||||
// Don't return, because Platform.run wouldn't either (marked noreturn due to underlying
|
||||
// platform APIs never returning.)
|
||||
std.process.exit(1);
|
||||
} else {
|
||||
// Platform drives the main loop.
|
||||
Platform.run(platform_update_callback, .{ &mach.mods.mod.mach_core, stack_space });
|
||||
|
||||
// Platform.run should be marked noreturn, so this shouldn't ever run. But just in case we
|
||||
// accidentally introduce a different Platform.run in the future, we put an exit here for
|
||||
// good measure.
|
||||
std.process.exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
fn platform_update_callback(core: *Mod, stack_space: []u8) !bool {
|
||||
// Execute systems until .mach_core.frame_finished is dispatched, signalling a frame was
|
||||
// finished.
|
||||
try mach.mods.dispatchUntil(stack_space, .mach_core, .frame_finished);
|
||||
|
||||
return core.state().state != .exited;
|
||||
}
|
||||
|
||||
pub fn deinit(entities: *mach.Entities.Mod, core: *Mod) !void {
|
||||
const state = core.state();
|
||||
state.state = .exited;
|
||||
|
||||
var q = try entities.query(.{
|
||||
.titles = Mod.read(.title),
|
||||
|
|
@ -806,6 +940,20 @@ fn presentFrame(core: *Mod, entities: *mach.Entities.Mod) !void {
|
|||
try core.set(state.main_window, .width, state.platform.size.width);
|
||||
try core.set(state.main_window, .height, state.platform.size.height);
|
||||
|
||||
// Signal that the frame was finished.
|
||||
core.schedule(.frame_finished);
|
||||
|
||||
switch (core.state().state) {
|
||||
.running => core.scheduleAny(core.state().on_tick.?),
|
||||
.exiting => {
|
||||
core.scheduleAny(core.state().on_exit.?);
|
||||
core.state().state = .deinitializing;
|
||||
},
|
||||
.deinitializing => {},
|
||||
.exited => @panic("application not running"),
|
||||
}
|
||||
|
||||
// Record to frame rate frequency monitor that a frame was finished.
|
||||
state.frame.tick();
|
||||
}
|
||||
|
||||
|
|
@ -834,7 +982,7 @@ pub fn printTitle(
|
|||
}
|
||||
|
||||
fn exit(core: *Mod) void {
|
||||
core.state().should_close = true;
|
||||
core.state().state = .exiting;
|
||||
}
|
||||
|
||||
pub const RequestAdapterResponse = struct {
|
||||
|
|
|
|||
49
src/main.zig
49
src/main.zig
|
|
@ -45,53 +45,8 @@ pub const Entities = @import("module/main.zig").Entities;
|
|||
|
||||
pub const is_debug = builtin.mode == .Debug;
|
||||
|
||||
pub const core = struct {
|
||||
var mods: Modules = undefined;
|
||||
var stack_space: [8 * 1024 * 1024]u8 = undefined;
|
||||
|
||||
pub fn initModule() !void {
|
||||
try mods.init(std.heap.c_allocator); // TODO: allocator
|
||||
|
||||
// TODO: this is a hack
|
||||
mods.mod.mach_core.init(undefined);
|
||||
mods.scheduleWithArgs(.mach_core, .init, .{.{ .allocator = std.heap.c_allocator }});
|
||||
mods.schedule(.app, .init);
|
||||
}
|
||||
|
||||
pub fn tick() !bool {
|
||||
if (comptime builtin.target.isDarwin()) {
|
||||
// TODO: tick() should never block, but we should have a way to block for other platforms.
|
||||
Core.Platform.run(on_each_update, .{});
|
||||
} else {
|
||||
return try on_each_update();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: support deinitialization
|
||||
// pub fn deinit() void {
|
||||
// mods.deinit(std.heap.c_allocator); // TODO: allocator
|
||||
// }
|
||||
|
||||
fn on_each_update() !bool {
|
||||
// TODO: this should not exist here
|
||||
if (mods.mod.mach_core.state().should_close) {
|
||||
// Final Dispatch to deinitalize resources
|
||||
mods.schedule(.app, .deinit);
|
||||
try mods.dispatch(&stack_space, .{});
|
||||
mods.schedule(.mach_core, .deinit);
|
||||
try mods.dispatch(&stack_space, .{});
|
||||
return false;
|
||||
}
|
||||
|
||||
// Dispatch events until queue is empty
|
||||
try mods.dispatch(&stack_space, .{});
|
||||
// Run `update` when `init` and all other systems are executed
|
||||
mods.schedule(.app, .update);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
// The global set of all Mach modules that may be used in the program.
|
||||
pub var mods: Modules = undefined;
|
||||
|
||||
test {
|
||||
// TODO: refactor code so we can use this here:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue