{Core,examples}: set window title via component
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
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79dccb4d73
commit
68677b3448
5 changed files with 104 additions and 19 deletions
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@ -51,7 +51,7 @@ fn init(game: *Mod, core: *mach.Core.Mod) !void {
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.title_timer = try mach.Timer.start(),
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.pipeline = pipeline,
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});
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try updateWindowTitle();
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try updateWindowTitle(core);
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}
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pub fn deinit(game: *Mod) void {
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@ -109,13 +109,19 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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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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try updateWindowTitle();
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try updateWindowTitle(core);
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}
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}
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fn updateWindowTitle() !void {
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try mach.core.printTitle("mach.Core - custom entrypoint [ {d}fps ] [ Input {d}hz ]", .{
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fn updateWindowTitle(core: *mach.Core.Mod) !void {
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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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"core-custom-entrypoint [ {d}fps ] [ Input {d}hz ]",
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.{
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mach.core.frameRate(),
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mach.core.inputRate(),
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});
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},
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);
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core.send(.update, .{});
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}
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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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@ -51,9 +51,6 @@ fn init(
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sprite_pipeline: *gfx.SpritePipeline.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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// We can create entities, and set components on them. Note that components live in a module
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// namespace, e.g. the `.mach_gfx_sprite` module could have a 3D `.location` component with a different
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// type than the `.physics2d` module's `.location` component if you desire.
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@ -215,7 +212,7 @@ 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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@ -229,7 +226,13 @@ 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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"sprite [ 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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@ -258,7 +258,7 @@ fn tick(
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game.state().time += delta_time;
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}
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fn endFrame(game: *Mod, text: *gfx.Text.Mod) !void {
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fn endFrame(game: *Mod, text: *gfx.Text.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) ++ ".tick";
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@ -288,7 +288,13 @@ fn endFrame(game: *Mod, text: *gfx.Text.Mod) !void {
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}
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}
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try mach.core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]", .{ game.state().frame_count, num_texts, num_glyphs });
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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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"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
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.{ game.state().frame_count, num_texts, num_glyphs },
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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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67
src/Core.zig
67
src/Core.zig
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@ -15,6 +15,10 @@ pub const global_events = .{
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};
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pub const local_events = .{
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.update = .{ .handler = update, .description =
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\\ Send this when window entities have been updated and you want the new values respected.
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},
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.init = .{ .handler = init },
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.init_done = .{ .handler = fn () void },
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@ -26,10 +30,40 @@ pub const local_events = .{
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.exit = .{ .handler = exit },
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};
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pub const components = .{
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.title = .{ .type = [:0]u8, .description =
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\\ Window title slice. Can be set with a format string and arguments via:
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\\
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\\ ```
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\\ try mach.Core.printTitle(core_mod, core_mod.state().main_window, "Hello, {s}!", .{"Mach"});
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\\ ```
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\\
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\\ If setting this component yourself, ensure the buffer is allocated using core.state().allocator
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\\ as it will be freed for you as part of the .deinit event.
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},
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};
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/// Prints into the window title buffer using a format string and arguments. e.g.
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///
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/// ```
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/// try mach.Core.printTitle(core_mod, core_mod.state().main_window, "Hello, {s}!", .{"Mach"});
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/// ```
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pub fn printTitle(
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core: *mach.Core.Mod,
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window_id: mach.EntityID,
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comptime fmt: []const u8,
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args: anytype,
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) !void {
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const slice = try std.fmt.allocPrintZ(core.state().allocator, fmt, args);
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try core.set(window_id, .title, slice);
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}
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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allocator: std.mem.Allocator,
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device: *mach.gpu.Device,
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queue: *mach.gpu.Queue,
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main_window: mach.EntityID,
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should_exit: bool = false,
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fn init(core: *Mod) !void {
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@ -41,19 +75,52 @@ fn init(core: *Mod) !void {
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try mach.core.init(.{});
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core.init(.{
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.allocator = mach.core.allocator,
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.device = mach.core.device,
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.queue = mach.core.device.getQueue(),
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.main_window = try core.newEntity(),
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});
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core.sendGlobal(.init, .{});
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core.send(.init_done, .{});
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}
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fn update(core: *Mod) !void {
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var archetypes_iter = core.entities.query(.{ .all = &.{
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.{ .mach_core = &.{
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.title,
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} },
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} });
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var num_windows: usize = 0;
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while (archetypes_iter.next()) |archetype| {
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for (
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archetype.slice(.entity, .id),
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archetype.slice(.mach_core, .title),
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) |window_id, title| {
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num_windows += 1;
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_ = window_id;
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try mach.core.printTitle("{s}", .{title});
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}
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}
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if (num_windows > 1) @panic("mach: Core currently only supports a single window");
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}
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fn deinit(core: *Mod) void {
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core.state().queue.release();
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// TODO: this triggers a device loss error, which we should handle correctly
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// core.state().device.release();
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mach.core.deinit();
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var archetypes_iter = core.entities.query(.{ .all = &.{
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.{ .mach_core = &.{
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.title,
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} },
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} });
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while (archetypes_iter.next()) |archetype| {
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for (archetype.slice(.mach_core, .title)) |title| core.state().allocator.free(title);
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}
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_ = gpa.deinit();
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}
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