unify mach.Call and mach.Runner into one type
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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14ccd5a93c
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19 changed files with 125 additions and 97 deletions
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@ -58,11 +58,10 @@ fn init(
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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app: *App,
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app_tick: mach.Call(App, .tick),
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app_deinit: mach.Call(App, .deinit),
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app_mod: mach.Functions(App),
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) !void {
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core.on_tick = app_tick.id;
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core.on_exit = app_deinit.id;
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core.on_tick = app_mod.id.tick;
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core.on_exit = app_mod.id.deinit;
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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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