{Core,examples}: set window title via component
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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79dccb4d73
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5 changed files with 104 additions and 19 deletions
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@ -57,9 +57,6 @@ fn afterInit(
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glyphs: *Glyphs.Mod,
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game: *Mod,
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) !void {
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// The Mach .core is where we set window options, etc.
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mach.core.setTitle("gfx.Sprite example");
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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 sprite_pipeline.newEntity();
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@ -231,7 +228,7 @@ fn tick(
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game.state().time += delta_time;
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}
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fn endFrame(game: *Mod) !void {
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fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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// Finish render pass
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game.state().frame_render_pass.end();
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const label = @tagName(name) ++ ".endFrame";
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@ -245,7 +242,13 @@ fn endFrame(game: *Mod) !void {
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// Every second, update the window title with the FPS
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if (game.state().fps_timer.read() >= 1.0) {
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try mach.core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state().frame_count, game.state().sprites });
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try mach.Core.printTitle(
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core,
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core.state().main_window,
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"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
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.{ game.state().frame_count, game.state().sprites },
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);
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core.send(.update, .{});
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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}
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