examples, shaderexp: update to new options and size limit API

This commit is contained in:
iddev5 2022-06-01 13:13:06 +05:30 committed by Stephen Gutekanst
parent 176554fe4d
commit 7b395759b7
8 changed files with 26 additions and 10 deletions

View file

@ -33,7 +33,9 @@ const Dir = struct {
};
pub fn init(app: *App, engine: *mach.Engine) !void {
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
const eye = vec3(5.0, 7.0, 5.0);
const target = vec3(0.0, 0.0, 0.0);

View file

@ -41,7 +41,9 @@ bgl: gpu.BindGroupLayout,
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try mach.Timer.start();
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
const vs_module = engine.device.createShaderModule(&.{
.label = "my vertex shader",

View file

@ -13,8 +13,6 @@ const Atlas = @import("atlas.zig").Atlas;
const ft = @import("freetype");
const Label = @import("text.zig");
pub const options = mach.Options{ .width = 640, .height = 480 };
pub const App = @This();
const AtlasRGB8 = Atlas(zigimg.color.Rgba32);
@ -33,7 +31,11 @@ bind_group: gpu.BindGroup,
texture_atlas_data: AtlasRGB8,
pub fn init(app: *App, engine: *mach.Engine) !void {
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setOptions(.{
.width = 640,
.height = 480,
.size_min = .{ .width = 20, .height = 20 },
});
const queue = engine.device.getQueue();

View file

@ -23,7 +23,9 @@ const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try mach.Timer.start();
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
const vs_module = engine.device.createShaderModule(&.{
.label = "my vertex shader",

View file

@ -23,7 +23,9 @@ bind_group: gpu.BindGroup,
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try mach.Timer.start();
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
const vs_module = engine.device.createShaderModule(&.{
.label = "my vertex shader",

View file

@ -26,7 +26,9 @@ const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try mach.Timer.start();
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
const vs_module = engine.device.createShaderModule(&.{
.label = "my vertex shader",

View file

@ -24,7 +24,9 @@ const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
timer = try mach.Timer.start();
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
const vs_module = engine.device.createShaderModule(&.{
.label = "my vertex shader",

View file

@ -42,7 +42,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
// On linux if we don't set a minimum size, you can squish the window to 0 pixels of width and height,
// this makes some strange effects when that happens, so it's better to leave a minimum size to avoid that,
// this doesn't prevent you from minimizing the window.
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
var fragment_file: std.fs.File = undefined;
var last_mtime: i128 = undefined;