module: injected mach.Entity.Mod for global entity operations
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
cb6bdd7eca
commit
65e2168b9f
11 changed files with 94 additions and 56 deletions
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@ -48,6 +48,7 @@ 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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// 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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// of the program we can have these types injected here, letting us work with other modules in
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// our program seamlessly and with a type-safe API:
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// our program seamlessly and with a type-safe API:
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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game: *Mod,
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@ -55,7 +56,7 @@ fn init(
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renderer.send(.init, .{});
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renderer.send(.init, .{});
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// Create our player entity.
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// Create our player entity.
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const player = try core.newEntity();
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const player = try entity.new();
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// Give our player entity a .renderer.position and .renderer.scale component. Note that these
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// Give our player entity a .renderer.position and .renderer.scale component. Note that these
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// are defined by the Renderer module, so we use `renderer: *Renderer.Mod` to interact with
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// are defined by the Renderer module, so we use `renderer: *Renderer.Mod` to interact with
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@ -81,6 +82,7 @@ fn init(
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// TODO(important): remove need for returning an error here
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// TODO(important): remove need for returning an error here
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fn tick(
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fn tick(
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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game: *Mod,
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@ -134,7 +136,7 @@ fn tick(
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_ = game.state().spawn_timer.lap(); // Reset the timer
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_ = game.state().spawn_timer.lap(); // Reset the timer
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for (0..5) |_| {
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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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// Spawn a new entity at the same position as the player, but smaller in scale.
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const new_entity = try core.newEntity();
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const new_entity = try entity.new();
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try renderer.set(new_entity, .position, player_pos);
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try renderer.set(new_entity, .position, player_pos);
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try renderer.set(new_entity, .scale, 1.0 / 6.0);
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try renderer.set(new_entity, .scale, 1.0 / 6.0);
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@ -60,6 +60,7 @@ fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs:
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}
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}
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fn afterInit(
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fn afterInit(
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entity: *mach.Entity.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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glyphs: *Glyphs.Mod,
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@ -67,7 +68,7 @@ fn afterInit(
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) !void {
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) !void {
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// Create a sprite rendering pipeline
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// Create a sprite rendering pipeline
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const texture = glyphs.state().texture;
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const texture = glyphs.state().texture;
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const pipeline = try sprite_pipeline.newEntity();
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const pipeline = try entity.new();
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try sprite_pipeline.set(pipeline, .texture, texture);
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try sprite_pipeline.set(pipeline, .texture, texture);
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sprite_pipeline.send(.update, .{});
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sprite_pipeline.send(.update, .{});
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@ -76,7 +77,7 @@ fn afterInit(
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// type than the `.physics2d` module's `.location` component if you desire.
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// type than the `.physics2d` module's `.location` component if you desire.
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const r = glyphs.state().regions.get('?').?;
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const r = glyphs.state().regions.get('?').?;
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const player = try sprite.newEntity();
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const player = try entity.new();
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .pipeline, pipeline);
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try sprite.set(player, .pipeline, pipeline);
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try sprite.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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@ -97,6 +98,7 @@ fn afterInit(
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}
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}
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fn tick(
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fn tick(
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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@ -150,7 +152,7 @@ fn tick(
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const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
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const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
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const r = glyphs.state().regions.entries.get(rand_index).value;
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const r = glyphs.state().regions.entries.get(rand_index).value;
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const new_entity = try core.newEntity();
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const new_entity = try entity.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
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try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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@ -65,6 +65,7 @@ fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
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}
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}
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fn audioStateChange(
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fn audioStateChange(
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entity: *mach.Entity.Mod,
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audio: *mach.Audio.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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app: *Mod,
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) !void {
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) !void {
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@ -81,20 +82,21 @@ fn audioStateChange(
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if (app.get(id, .play_after)) |frequency| {
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if (app.get(id, .play_after)) |frequency| {
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// Play a new sound
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// Play a new sound
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const entity = try audio.newEntity();
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const e = try entity.new();
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try audio.set(entity, .samples, try fillTone(audio, frequency));
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try audio.set(e, .samples, try fillTone(audio, frequency));
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try audio.set(entity, .channels, @intCast(audio.state().player.channels().len));
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try audio.set(e, .channels, @intCast(audio.state().player.channels().len));
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try audio.set(entity, .playing, true);
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try audio.set(e, .playing, true);
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try audio.set(entity, .index, 0);
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try audio.set(e, .index, 0);
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}
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}
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// Remove the entity for the old sound
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// Remove the entity for the old sound
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try audio.removeEntity(id);
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try entity.remove(id);
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}
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}
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}
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}
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}
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}
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fn tick(
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fn tick(
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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app: *Mod,
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@ -121,16 +123,16 @@ fn tick(
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// Piano keys
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// Piano keys
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else => {
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else => {
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// Play a new sound
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// Play a new sound
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const entity = try audio.newEntity();
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const e = try entity.new();
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try audio.set(entity, .samples, try fillTone(audio, keyToFrequency(ev.key)));
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try audio.set(e, .samples, try fillTone(audio, keyToFrequency(ev.key)));
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try audio.set(entity, .channels, @intCast(audio.state().player.channels().len));
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try audio.set(e, .channels, @intCast(audio.state().player.channels().len));
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try audio.set(entity, .playing, true);
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try audio.set(e, .playing, true);
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try audio.set(entity, .index, 0);
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try audio.set(e, .index, 0);
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if (app.state().ghost_key_mode) {
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if (app.state().ghost_key_mode) {
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// After that sound plays, we'll chain on another sound that is one semi-tone higher.
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// After that sound plays, we'll chain on another sound that is one semi-tone higher.
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const one_semi_tone_higher = keyToFrequency(ev.key) * math.pow(f32, 2.0, (1.0 / 12.0));
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const one_semi_tone_higher = keyToFrequency(ev.key) * math.pow(f32, 2.0, (1.0 / 12.0));
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try app.set(entity, .play_after, one_semi_tone_higher);
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try app.set(e, .play_after, one_semi_tone_higher);
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}
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}
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},
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},
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}
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}
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@ -32,7 +32,12 @@ pub const components = .{
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sfx: Opus,
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sfx: Opus,
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fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) !void {
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fn init(
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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) !void {
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audio.send(.init, .{});
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audio.send(.init, .{});
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app.send(.after_init, .{});
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app.send(.after_init, .{});
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@ -48,7 +53,7 @@ fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) !void {
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// Initialize module state
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// Initialize module state
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app.init(.{ .sfx = sfx });
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app.init(.{ .sfx = sfx });
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const bgm_entity = try audio.newEntity();
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const bgm_entity = try entity.new();
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try app.set(bgm_entity, .is_bgm, {});
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try app.set(bgm_entity, .is_bgm, {});
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try audio.set(bgm_entity, .samples, bgm.samples);
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try audio.set(bgm_entity, .samples, bgm.samples);
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try audio.set(bgm_entity, .channels, bgm.channels);
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try audio.set(bgm_entity, .channels, bgm.channels);
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@ -75,6 +80,7 @@ fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
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}
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}
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fn audioStateChange(
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fn audioStateChange(
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entity: *mach.Entity.Mod,
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audio: *mach.Audio.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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app: *Mod,
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) !void {
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) !void {
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@ -93,13 +99,14 @@ fn audioStateChange(
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try audio.set(id, .playing, true);
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try audio.set(id, .playing, true);
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} else {
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} else {
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// Remove the entity for the old sound
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// Remove the entity for the old sound
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try audio.removeEntity(id);
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try entity.remove(id);
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}
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}
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}
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}
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}
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}
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}
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}
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fn tick(
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fn tick(
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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app: *Mod,
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},
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},
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else => {
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else => {
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// Play a new SFX
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// Play a new SFX
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const entity = try audio.newEntity();
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const e = try entity.new();
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try audio.set(entity, .samples, app.state().sfx.samples);
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try audio.set(e, .samples, app.state().sfx.samples);
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try audio.set(entity, .channels, app.state().sfx.channels);
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try audio.set(e, .channels, app.state().sfx.channels);
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try audio.set(entity, .index, 0);
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try audio.set(e, .index, 0);
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try audio.set(entity, .playing, true);
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try audio.set(e, .playing, true);
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},
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},
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},
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},
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.close => core.send(.exit, .{}),
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.close => core.send(.exit, .{}),
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@ -52,6 +52,7 @@ fn deinit(
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}
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}
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fn init(
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fn init(
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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// Create a sprite rendering pipeline
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// Create a sprite rendering pipeline
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const allocator = gpa.allocator();
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const allocator = gpa.allocator();
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const pipeline = try core.newEntity();
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const pipeline = try entity.new();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.send(.update, .{});
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sprite_pipeline.send(.update, .{});
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// Create our player sprite
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// Create our player sprite
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const player = try core.newEntity();
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const player = try entity.new();
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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}
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}
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fn tick(
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fn tick(
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
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const new_entity = try core.newEntity();
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const new_entity = try entity.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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@ -63,6 +63,7 @@ fn deinit(
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}
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}
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fn init(
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fn init(
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entity: *mach.Entity.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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text: *gfx.Text.Mod,
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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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// TODO: a better way to initialize entities with default values
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// TODO: a better way to initialize entities with default values
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// TODO(text): most of these style options are not respected yet.
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// TODO(text): most of these style options are not respected yet.
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const style1 = try core.newEntity();
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const style1 = try entity.new();
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try text_style.set(style1, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style1, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style1, .font_weight, gfx.font_weight_normal);
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try text_style.set(style1, .font_weight, gfx.font_weight_normal);
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try text_style.set(style1, .italic, false);
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try text_style.set(style1, .italic, false);
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try text_style.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
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try text_style.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
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const style2 = try core.newEntity();
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const style2 = try entity.new();
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try text_style.set(style2, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style2, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style2, .font_weight, gfx.font_weight_normal);
|
try text_style.set(style2, .font_weight, gfx.font_weight_normal);
|
||||||
try text_style.set(style2, .italic, true);
|
try text_style.set(style2, .italic, true);
|
||||||
try text_style.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
|
try text_style.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
|
||||||
|
|
||||||
const style3 = try core.newEntity();
|
const style3 = try entity.new();
|
||||||
try text_style.set(style3, .font_name, "Roboto Medium"); // TODO
|
try text_style.set(style3, .font_name, "Roboto Medium"); // TODO
|
||||||
try text_style.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
|
try text_style.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
|
||||||
try text_style.set(style3, .font_weight, gfx.font_weight_bold);
|
try text_style.set(style3, .font_weight, gfx.font_weight_bold);
|
||||||
|
|
@ -95,12 +96,12 @@ fn init(
|
||||||
try text_style.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
|
try text_style.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
|
||||||
|
|
||||||
// Create a text rendering pipeline
|
// Create a text rendering pipeline
|
||||||
const pipeline = try core.newEntity();
|
const pipeline = try entity.new();
|
||||||
try text_pipeline.set(pipeline, .is_pipeline, {});
|
try text_pipeline.set(pipeline, .is_pipeline, {});
|
||||||
text_pipeline.send(.update, .{});
|
text_pipeline.send(.update, .{});
|
||||||
|
|
||||||
// Create some text
|
// Create some text
|
||||||
const player = try core.newEntity();
|
const player = try entity.new();
|
||||||
try text.set(player, .pipeline, pipeline);
|
try text.set(player, .pipeline, pipeline);
|
||||||
try text.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
|
try text.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
|
||||||
|
|
||||||
|
|
@ -132,6 +133,7 @@ fn init(
|
||||||
}
|
}
|
||||||
|
|
||||||
fn tick(
|
fn tick(
|
||||||
|
entity: *mach.Entity.Mod,
|
||||||
core: *mach.Core.Mod,
|
core: *mach.Core.Mod,
|
||||||
text: *gfx.Text.Mod,
|
text: *gfx.Text.Mod,
|
||||||
text_pipeline: *gfx.TextPipeline.Mod,
|
text_pipeline: *gfx.TextPipeline.Mod,
|
||||||
|
|
@ -181,7 +183,7 @@ fn tick(
|
||||||
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 50;
|
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[1] += game.state().rand.random().floatNorm(f32) * 50;
|
||||||
|
|
||||||
const new_entity = try core.newEntity();
|
const new_entity = try entity.new();
|
||||||
try text.set(new_entity, .pipeline, game.state().pipeline);
|
try text.set(new_entity, .pipeline, game.state().pipeline);
|
||||||
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
|
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -106,7 +106,7 @@ fn start(core: *Mod) !void {
|
||||||
core.state().run_state = .running;
|
core.state().run_state = .running;
|
||||||
}
|
}
|
||||||
|
|
||||||
fn init(core: *Mod) !void {
|
fn init(entity: *mach.Entity.Mod, core: *Mod) !void {
|
||||||
mach.core.allocator = gpa.allocator(); // TODO: banish this global allocator
|
mach.core.allocator = gpa.allocator(); // TODO: banish this global allocator
|
||||||
|
|
||||||
// Initialize GPU implementation
|
// Initialize GPU implementation
|
||||||
|
|
@ -116,7 +116,7 @@ fn init(core: *Mod) !void {
|
||||||
try mach.core.init(.{});
|
try mach.core.init(.{});
|
||||||
|
|
||||||
// TODO(important): update this information upon framebuffer resize events
|
// TODO(important): update this information upon framebuffer resize events
|
||||||
const main_window = try core.newEntity();
|
const main_window = try entity.new();
|
||||||
try core.set(main_window, .framebuffer_format, mach.core.descriptor.format);
|
try core.set(main_window, .framebuffer_format, mach.core.descriptor.format);
|
||||||
try core.set(main_window, .framebuffer_width, mach.core.descriptor.width);
|
try core.set(main_window, .framebuffer_width, mach.core.descriptor.width);
|
||||||
try core.set(main_window, .framebuffer_height, mach.core.descriptor.height);
|
try core.set(main_window, .framebuffer_height, mach.core.descriptor.height);
|
||||||
|
|
|
||||||
|
|
@ -40,7 +40,7 @@ pub const EventID = @import("module/main.zig").EventID;
|
||||||
pub const AnyEvent = @import("module/main.zig").AnyEvent;
|
pub const AnyEvent = @import("module/main.zig").AnyEvent;
|
||||||
pub const merge = @import("module/main.zig").merge;
|
pub const merge = @import("module/main.zig").merge;
|
||||||
pub const builtin_modules = @import("module/main.zig").builtin_modules;
|
pub const builtin_modules = @import("module/main.zig").builtin_modules;
|
||||||
pub const EntityModule = @import("module/main.zig").EntityModule;
|
pub const Entity = @import("module/main.zig").Entity;
|
||||||
|
|
||||||
/// To use experimental sysgpu graphics API, you can write this in your main.zig:
|
/// To use experimental sysgpu graphics API, you can write this in your main.zig:
|
||||||
///
|
///
|
||||||
|
|
|
||||||
|
|
@ -9,7 +9,7 @@ const StringTable = @import("StringTable.zig");
|
||||||
const ComponentTypesByName = @import("module.zig").ComponentTypesByName;
|
const ComponentTypesByName = @import("module.zig").ComponentTypesByName;
|
||||||
const merge = @import("main.zig").merge;
|
const merge = @import("main.zig").merge;
|
||||||
const builtin_modules = @import("main.zig").builtin_modules;
|
const builtin_modules = @import("main.zig").builtin_modules;
|
||||||
const EntityModule = @import("main.zig").EntityModule;
|
const Entity = @import("main.zig").Entity;
|
||||||
const ModuleName = @import("module.zig").ModuleName;
|
const ModuleName = @import("module.zig").ModuleName;
|
||||||
const ComponentNameM = @import("module.zig").ComponentNameM;
|
const ComponentNameM = @import("module.zig").ComponentNameM;
|
||||||
const ComponentName = @import("module.zig").ComponentName;
|
const ComponentName = @import("module.zig").ComponentName;
|
||||||
|
|
@ -130,7 +130,7 @@ pub fn Entities(comptime modules: anytype) type {
|
||||||
.component_names = component_names,
|
.component_names = component_names,
|
||||||
.buckets = buckets,
|
.buckets = buckets,
|
||||||
};
|
};
|
||||||
entities.id_name = entities.componentName(EntityModule.name, .id);
|
entities.id_name = entities.componentName(Entity.name, .id);
|
||||||
|
|
||||||
const columns = try allocator.alloc(Archetype.Column, 1);
|
const columns = try allocator.alloc(Archetype.Column, 1);
|
||||||
columns[0] = .{
|
columns[0] = .{
|
||||||
|
|
@ -1076,7 +1076,7 @@ test "example" {
|
||||||
// Query for all entities that have all of the given components
|
// Query for all entities that have all of the given components
|
||||||
const W = @TypeOf(world);
|
const W = @TypeOf(world);
|
||||||
var q = try world.query(.{
|
var q = try world.query(.{
|
||||||
.ids = W.ComponentQuery{ .read = W.ModuleComponentName{ .module = EntityModule.name, .component = .id } },
|
.ids = W.ComponentQuery{ .read = W.ModuleComponentName{ .module = Entity.name, .component = .id } },
|
||||||
.rotations = W.ComponentQuery{ .write = W.ModuleComponentName{ .module = Game.name, .component = .rotation } },
|
.rotations = W.ComponentQuery{ .write = W.ModuleComponentName{ .module = Game.name, .component = .rotation } },
|
||||||
});
|
});
|
||||||
while (q.next()) |v| {
|
while (q.next()) |v| {
|
||||||
|
|
@ -1090,7 +1090,7 @@ test "example" {
|
||||||
// Dynamic queries (e.g. issued from another programming language without comptime)
|
// Dynamic queries (e.g. issued from another programming language without comptime)
|
||||||
var q2 = try world.queryDynamic(.{
|
var q2 = try world.queryDynamic(.{
|
||||||
.op_and = &.{
|
.op_and = &.{
|
||||||
.{ .read = world.componentName(EntityModule.name, .id) },
|
.{ .read = world.componentName(Entity.name, .id) },
|
||||||
.{ .read = world.componentName(Game.name, .rotation) },
|
.{ .read = world.componentName(Game.name, .rotation) },
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
|
|
||||||
|
|
@ -13,10 +13,10 @@ pub const AnyEvent = @import("module.zig").AnyEvent;
|
||||||
pub const Merge = @import("module.zig").Merge;
|
pub const Merge = @import("module.zig").Merge;
|
||||||
pub const merge = @import("module.zig").merge;
|
pub const merge = @import("module.zig").merge;
|
||||||
|
|
||||||
pub const builtin_modules = .{EntityModule};
|
pub const builtin_modules = .{Entity};
|
||||||
|
|
||||||
/// Builtin .entity module
|
/// Builtin .entity module
|
||||||
pub const EntityModule = struct {
|
pub const Entity = struct {
|
||||||
pub const name = .entity;
|
pub const name = .entity;
|
||||||
|
|
||||||
pub const Mod = mach.Mod(@This());
|
pub const Mod = mach.Mod(@This());
|
||||||
|
|
@ -82,14 +82,15 @@ test "entities DB" {
|
||||||
defer world.deinit(allocator);
|
defer world.deinit(allocator);
|
||||||
|
|
||||||
// Initialize module state.
|
// Initialize module state.
|
||||||
|
var entity = &world.mod.entity;
|
||||||
var physics = &world.mod.physics;
|
var physics = &world.mod.physics;
|
||||||
var renderer = &world.mod.renderer;
|
var renderer = &world.mod.renderer;
|
||||||
physics.init(.{ .pointer = 123 });
|
physics.init(.{ .pointer = 123 });
|
||||||
_ = physics.state().pointer; // == 123
|
_ = physics.state().pointer; // == 123
|
||||||
|
|
||||||
const player1 = try physics.newEntity();
|
const player1 = try entity.new();
|
||||||
const player2 = try physics.newEntity();
|
const player2 = try entity.new();
|
||||||
const player3 = try physics.newEntity();
|
const player3 = try entity.new();
|
||||||
try physics.set(player1, .id, 1001);
|
try physics.set(player1, .id, 1001);
|
||||||
try renderer.set(player1, .id, 1001);
|
try renderer.set(player1, .id, 1001);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -574,6 +574,36 @@ pub fn ModSet(comptime modules: anytype) type {
|
||||||
pub fn Mod(comptime M: anytype) type {
|
pub fn Mod(comptime M: anytype) type {
|
||||||
const module_tag = M.name;
|
const module_tag = M.name;
|
||||||
const components = ComponentTypesM(M){};
|
const components = ComponentTypesM(M){};
|
||||||
|
|
||||||
|
if (M.name == .entity) {
|
||||||
|
// The .entity module is a special builtin module, with its own unique API.
|
||||||
|
return struct {
|
||||||
|
/// Private/internal fields
|
||||||
|
__entities: *Entities(modules),
|
||||||
|
__is_initialized: bool,
|
||||||
|
__state: void,
|
||||||
|
|
||||||
|
pub const IsInjectedArgument = void;
|
||||||
|
|
||||||
|
pub inline fn read(comptime component_name: ComponentNameM(M)) Entities(modules).ComponentQuery {
|
||||||
|
return .{ .read = .{
|
||||||
|
.module = M.name,
|
||||||
|
.component = comptime stringToEnum(ComponentName(modules), @tagName(component_name)).?,
|
||||||
|
} };
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns a new entity.
|
||||||
|
pub inline fn new(m: *@This()) !EntityID {
|
||||||
|
return m.__entities.new();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Removes an entity.
|
||||||
|
pub inline fn remove(m: *@This(), entity: EntityID) !void {
|
||||||
|
try m.__entities.remove(entity);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
return struct {
|
return struct {
|
||||||
/// Private/internal fields
|
/// Private/internal fields
|
||||||
__entities: *Entities(modules),
|
__entities: *Entities(modules),
|
||||||
|
|
@ -622,16 +652,6 @@ pub fn ModSet(comptime modules: anytype) type {
|
||||||
return &m.__state;
|
return &m.__state;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns a new entity.
|
|
||||||
pub inline fn newEntity(m: *@This()) !EntityID {
|
|
||||||
return m.__entities.new();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Removes an entity.
|
|
||||||
pub inline fn removeEntity(m: *@This(), entity: EntityID) !void {
|
|
||||||
try m.__entities.remove(entity);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Sets the named component to the specified value for the given entity,
|
/// Sets the named component to the specified value for the given entity,
|
||||||
/// moving the entity from it's current archetype table to the new archetype
|
/// moving the entity from it's current archetype table to the new archetype
|
||||||
/// table if required.
|
/// table if required.
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue