{Core,examples}: set window title via component

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-21 22:48:30 -07:00 committed by Stephen Gutekanst
parent 79dccb4d73
commit 68677b3448
5 changed files with 104 additions and 19 deletions

View file

@ -51,7 +51,7 @@ fn init(game: *Mod, core: *mach.Core.Mod) !void {
.title_timer = try mach.Timer.start(),
.pipeline = pipeline,
});
try updateWindowTitle();
try updateWindowTitle(core);
}
pub fn deinit(game: *Mod) void {
@ -109,13 +109,19 @@ fn tick(core: *mach.Core.Mod, game: *Mod) !void {
// update the window title every second
if (game.state().title_timer.read() >= 1.0) {
game.state().title_timer.reset();
try updateWindowTitle();
try updateWindowTitle(core);
}
}
fn updateWindowTitle() !void {
try mach.core.printTitle("mach.Core - custom entrypoint [ {d}fps ] [ Input {d}hz ]", .{
mach.core.frameRate(),
mach.core.inputRate(),
});
fn updateWindowTitle(core: *mach.Core.Mod) !void {
try mach.Core.printTitle(
core,
core.state().main_window,
"core-custom-entrypoint [ {d}fps ] [ Input {d}hz ]",
.{
mach.core.frameRate(),
mach.core.inputRate(),
},
);
core.send(.update, .{});
}

View file

@ -57,9 +57,6 @@ fn afterInit(
glyphs: *Glyphs.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
mach.core.setTitle("gfx.Sprite example");
// Create a sprite rendering pipeline
const texture = glyphs.state().texture;
const pipeline = try sprite_pipeline.newEntity();
@ -231,7 +228,7 @@ fn tick(
game.state().time += delta_time;
}
fn endFrame(game: *Mod) !void {
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
// Finish render pass
game.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
@ -245,7 +242,13 @@ fn endFrame(game: *Mod) !void {
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {
try mach.core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state().frame_count, game.state().sprites });
try mach.Core.printTitle(
core,
core.state().main_window,
"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
.{ game.state().frame_count, game.state().sprites },
);
core.send(.update, .{});
game.state().fps_timer.reset();
game.state().frame_count = 0;
}

View file

@ -51,9 +51,6 @@ fn init(
sprite_pipeline: *gfx.SpritePipeline.Mod,
game: *Mod,
) !void {
// The Mach .core is where we set window options, etc.
mach.core.setTitle("gfx.Sprite example");
// 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.
@ -215,7 +212,7 @@ fn tick(
game.state().time += delta_time;
}
fn endFrame(game: *Mod) !void {
fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
// Finish render pass
game.state().frame_render_pass.end();
const label = @tagName(name) ++ ".endFrame";
@ -229,7 +226,13 @@ fn endFrame(game: *Mod) !void {
// Every second, update the window title with the FPS
if (game.state().fps_timer.read() >= 1.0) {
try mach.core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state().frame_count, game.state().sprites });
try mach.Core.printTitle(
core,
core.state().main_window,
"sprite [ FPS: {d} ] [ Sprites: {d} ]",
.{ game.state().frame_count, game.state().sprites },
);
core.send(.update, .{});
game.state().fps_timer.reset();
game.state().frame_count = 0;
}

View file

@ -258,7 +258,7 @@ fn tick(
game.state().time += delta_time;
}
fn endFrame(game: *Mod, text: *gfx.Text.Mod) !void {
fn endFrame(game: *Mod, text: *gfx.Text.Mod, core: *mach.Core.Mod) !void {
// Finish render pass
game.state().frame_render_pass.end();
const label = @tagName(name) ++ ".tick";
@ -288,7 +288,13 @@ fn endFrame(game: *Mod, text: *gfx.Text.Mod) !void {
}
}
try mach.core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]", .{ game.state().frame_count, num_texts, num_glyphs });
try mach.Core.printTitle(
core,
core.state().main_window,
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
.{ game.state().frame_count, num_texts, num_glyphs },
);
core.send(.update, .{});
game.state().fps_timer.reset();
game.state().frame_count = 0;
}

View file

@ -15,6 +15,10 @@ pub const global_events = .{
};
pub const local_events = .{
.update = .{ .handler = update, .description =
\\ Send this when window entities have been updated and you want the new values respected.
},
.init = .{ .handler = init },
.init_done = .{ .handler = fn () void },
@ -26,10 +30,40 @@ pub const local_events = .{
.exit = .{ .handler = exit },
};
pub const components = .{
.title = .{ .type = [:0]u8, .description =
\\ Window title slice. Can be set with a format string and arguments via:
\\
\\ ```
\\ try mach.Core.printTitle(core_mod, core_mod.state().main_window, "Hello, {s}!", .{"Mach"});
\\ ```
\\
\\ If setting this component yourself, ensure the buffer is allocated using core.state().allocator
\\ as it will be freed for you as part of the .deinit event.
},
};
/// Prints into the window title buffer using a format string and arguments. e.g.
///
/// ```
/// try mach.Core.printTitle(core_mod, core_mod.state().main_window, "Hello, {s}!", .{"Mach"});
/// ```
pub fn printTitle(
core: *mach.Core.Mod,
window_id: mach.EntityID,
comptime fmt: []const u8,
args: anytype,
) !void {
const slice = try std.fmt.allocPrintZ(core.state().allocator, fmt, args);
try core.set(window_id, .title, slice);
}
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
allocator: std.mem.Allocator,
device: *mach.gpu.Device,
queue: *mach.gpu.Queue,
main_window: mach.EntityID,
should_exit: bool = false,
fn init(core: *Mod) !void {
@ -41,19 +75,52 @@ fn init(core: *Mod) !void {
try mach.core.init(.{});
core.init(.{
.allocator = mach.core.allocator,
.device = mach.core.device,
.queue = mach.core.device.getQueue(),
.main_window = try core.newEntity(),
});
core.sendGlobal(.init, .{});
core.send(.init_done, .{});
}
fn update(core: *Mod) !void {
var archetypes_iter = core.entities.query(.{ .all = &.{
.{ .mach_core = &.{
.title,
} },
} });
var num_windows: usize = 0;
while (archetypes_iter.next()) |archetype| {
for (
archetype.slice(.entity, .id),
archetype.slice(.mach_core, .title),
) |window_id, title| {
num_windows += 1;
_ = window_id;
try mach.core.printTitle("{s}", .{title});
}
}
if (num_windows > 1) @panic("mach: Core currently only supports a single window");
}
fn deinit(core: *Mod) void {
core.state().queue.release();
// TODO: this triggers a device loss error, which we should handle correctly
// core.state().device.release();
mach.core.deinit();
var archetypes_iter = core.entities.query(.{ .all = &.{
.{ .mach_core = &.{
.title,
} },
} });
while (archetypes_iter.next()) |archetype| {
for (archetype.slice(.mach_core, .title)) |title| core.state().allocator.free(title);
}
_ = gpa.deinit();
}