unify mach.Call and mach.Runner into one type

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-09-23 11:25:33 -07:00 committed by Emi Gutekanst
parent 14ccd5a93c
commit 8054d03b4d
19 changed files with 125 additions and 97 deletions

View file

@ -23,11 +23,10 @@ pub fn deinit(app: *App) void {
pub fn init(
app: *App,
core: *mach.Core,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Create our shader module
const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));

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@ -19,14 +19,10 @@ pipeline: *gpu.RenderPipeline,
pub fn init(
core: *mach.Core,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
// app_caller: mach.Caller(App),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
// core.on_tick = app_caller.tick;
// core.on_exit = app_caller.exit;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Create our shader module
const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));

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@ -20,7 +20,7 @@ direction: Vec2 = vec2(0, 0),
spawning: bool = false,
spawn_timer: mach.time.Timer,
// Components our game module defines.
// TODO(object)
pub const components = .{
// Whether an entity is a "follower" of our player entity or not. The type is void because we
// don't need any information, this is just a tag we assign to an entity with no data.
@ -49,11 +49,10 @@ fn init(
core: *mach.Core,
renderer: *Renderer,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Create our player entity.
const player = try entities.new();

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@ -15,6 +15,7 @@ uniform_buffer: *gpu.Buffer,
pub const mach_module = .renderer;
// TODO(object)
pub const components = .{
.position = .{ .type = Vec3 },
.rotation = .{ .type = Vec3 },

View file

@ -56,11 +56,10 @@ fn init(
glyphs: *Glyphs.Mod,
app: *App,
core: *mach.Core,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Create a sprite rendering pipeline
const texture = glyphs.state().texture;

View file

@ -80,12 +80,10 @@ fn init(
text: *gfx.Text.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_audio_state_change: mach.Call(App, .audio_state_change),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Configure the audio module to run our audio_state_change system when entities audio finishes
// playing

View file

@ -25,6 +25,7 @@ pub const mach_systems = .{ .start, .init, .deinit, .tick, .audio_state_change }
// TODO: banish global allocator
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
// TODO(object)
pub const components = .{
.play_after = .{ .type = f32 },
};
@ -41,12 +42,10 @@ fn init(
core: *mach.Core,
audio: *mach.Audio,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_audio_state_change: mach.Call(App, .audio_state_change),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
// finishes playing.

View file

@ -19,6 +19,7 @@ pub const mach_module = .app;
pub const mach_systems = .{ .start, .init, .deinit, .tick, .audio_state_change };
// TODO(object)
pub const components = .{
.is_bgm = .{ .type = void },
};
@ -40,12 +41,10 @@ fn init(
core: *mach.Core,
audio: *mach.Audio,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_audio_state_change: mach.Call(App, .audio_state_change),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Configure the audio module to send our app's .audio_state_change event when an entity's sound
// finishes playing.

View file

@ -58,11 +58,10 @@ fn init(
sprite: *gfx.Sprite.Mod,
sprite_pipeline: *gfx.SpritePipeline.Mod,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// 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

View file

@ -67,11 +67,10 @@ fn init(
text_pipeline: *gfx.TextPipeline.Mod,
text_style: *gfx.TextStyle.Mod,
app: *App,
app_tick: mach.Call(App, .tick),
app_deinit: mach.Call(App, .deinit),
app_mod: mach.Functions(App),
) !void {
core.on_tick = app_tick.id;
core.on_exit = app_deinit.id;
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// TODO: a better way to initialize entities with default values
// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)

View file

@ -5,9 +5,9 @@ const sysaudio = mach.sysaudio;
pub const Opus = @import("mach-opus");
pub const name = .mach_audio;
pub const Mod = mach.Mod(@This());
pub const mach_module = .mach_audio;
// TODO(object)
pub const components = .{
.samples = .{ .type = []const f32 },
.channels = .{ .type = u8 },
@ -22,7 +22,7 @@ pub const systems = .{
.audio_tick = .{ .handler = audioTick },
};
const log = std.log.scoped(name);
const log = std.log.scoped(mach_module);
// The number of milliseconds worth of audio to render ahead of time. The lower this number is, the
// less latency there is in playing new audio. The higher this number is, the less chance there is

View file

@ -233,17 +233,17 @@ pub fn init(core: *Core) !void {
try core.input.start();
}
pub fn tick(core: *Core, present_frame: mach.Call(Core, .present_frame), runner: mach.Runner) void {
runner.run(core.on_tick.?);
runner.run(present_frame.id);
pub fn tick(core: *Core, core_mod: mach.Functions(Core)) void {
core_mod.run(core.on_tick.?);
core_mod.call(.presentFrame);
}
pub fn main(core: *Core, present_frame: mach.Call(Core, .presentFrame), runner: mach.Runner) !void {
pub fn main(core: *Core, core_mod: mach.Functions(Core)) !void {
if (core.on_tick == null) @panic("core.on_tick callback must be set");
if (core.on_exit == null) @panic("core.on_exit callback must be set");
runner.run(core.on_tick.?);
runner.run(present_frame.id);
core_mod.run(core.on_tick.?);
core_mod.call(.presentFrame);
// If the user doesn't want mach.Core to take control of the main loop, we bail out - the next
// app tick is already scheduled to run in the future and they'll .present_frame to return
@ -259,8 +259,8 @@ pub fn main(core: *Core, present_frame: mach.Call(Core, .presentFrame), runner:
// The user wants mach.Core to take control of the main loop.
if (supports_non_blocking) {
while (core.state().state != .exited) {
runner.run(core.on_tick.?);
runner.run(present_frame.id);
core_mod.run(core.on_tick.?);
core_mod.call(.presentFrame);
}
// Don't return, because Platform.run wouldn't either (marked noreturn due to underlying
@ -268,7 +268,7 @@ pub fn main(core: *Core, present_frame: mach.Call(Core, .presentFrame), runner:
std.process.exit(0);
} else {
// Platform drives the main loop.
Platform.run(platform_update_callback, .{ core, present_frame.id, runner });
Platform.run(platform_update_callback, .{ core, core_mod });
// Platform.run should be marked noreturn, so this shouldn't ever run. But just in case we
// accidentally introduce a different Platform.run in the future, we put an exit here for
@ -277,9 +277,9 @@ pub fn main(core: *Core, present_frame: mach.Call(Core, .presentFrame), runner:
}
}
fn platform_update_callback(core: *Core, present_frame: mach.FunctionID, runner: mach.Runner) !bool {
runner.run(core.on_tick.?);
runner.run(present_frame);
fn platform_update_callback(core: *Core, core_mod: mach.Functions(Core)) !bool {
core_mod.run(core.on_tick.?);
core_mod.call(.presentFrame);
return core.state != .exited;
}
@ -563,7 +563,7 @@ pub fn mousePosition(core: *@This()) Position {
// return core.platform.nativeWindowWin32();
// }
pub fn presentFrame(core: *Core, core_deinit: mach.Call(Core, .deinit), runner: mach.Runner) !void {
pub fn presentFrame(core: *Core, core_mod: mach.Functions(Core)) !void {
// TODO(object)(window-title)
// // Update windows title
// var num_windows: usize = 0;
@ -622,8 +622,8 @@ pub fn presentFrame(core: *Core, core_deinit: mach.Call(Core, .deinit), runner:
.running => {},
.exiting => {
core.state = .deinitializing;
runner.run(core.on_exit.?);
runner.run(core_deinit.id);
core_mod.run(core.on_exit.?);
core_mod.call(.deinit);
},
.deinitializing => {},
.exited => @panic("application not running"),

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@ -13,9 +13,9 @@ const Vec3 = math.Vec3;
const Mat3x3 = math.Mat3x3;
const Mat4x4 = math.Mat4x4;
pub const name = .mach_gfx_sprite;
pub const Mod = mach.Mod(@This());
pub const mach_module = .mach_gfx_sprite;
// TODO(object)
pub const components = .{
.transform = .{ .type = Mat4x4, .description =
\\ The sprite model transformation matrix. A sprite is measured in pixel units, starting from

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@ -4,9 +4,9 @@ const mach = @import("../main.zig");
const gpu = mach.gpu;
const math = mach.math;
pub const name = .mach_gfx_sprite_pipeline;
pub const Mod = mach.Mod(@This());
pub const mach_module = .mach_gfx_sprite_pipeline;
// TODO(object)
pub const components = .{
.texture = .{ .type = *gpu.Texture, .description =
\\ Texture to use when rendering. The default shader can handle only one texture input.

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@ -14,9 +14,9 @@ const Mat4x4 = math.Mat4x4;
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
pub const name = .mach_gfx_text;
pub const Mod = mach.Mod(@This());
pub const mach_module = .mach_gfx_text;
// TODO(object)
pub const components = .{
.transform = .{ .type = Mat4x4, .description =
\\ The text model transformation matrix. Text is measured in pixel units, starting from

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@ -5,9 +5,9 @@ const gfx = mach.gfx;
const gpu = mach.gpu;
const math = mach.math;
pub const name = .mach_gfx_text_pipeline;
pub const Mod = mach.Mod(@This());
pub const mach_module = .mach_gfx_text_pipeline;
// TODO(object)
pub const components = .{
.is_pipeline = .{ .type = void, .description =
\\ Tag to indicate an entity represents a text pipeline.

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@ -1,9 +1,9 @@
const mach = @import("../main.zig");
const math = mach.math;
pub const name = .mach_gfx_text_style;
pub const Mod = mach.Mod(@This());
pub const mach_module = .mach_gfx_text_style;
// TODO(object)
pub const components = .{
// // TODO: ship a default font
// .font_name = .{ .type = []const u8, .description =

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@ -26,8 +26,7 @@ pub const Modules = @import("module.zig").Modules;
pub const ModuleID = @import("module.zig").ModuleID;
pub const ModuleFunctionID = @import("module.zig").ModuleFunctionID;
pub const FunctionID = @import("module.zig").FunctionID;
pub const Call = @import("module.zig").Call;
pub const Runner = @import("module.zig").Runner;
pub const Functions = @import("module.zig").Functions;
pub const ObjectID = u32;

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@ -9,27 +9,69 @@ pub const ModuleFunctionID = u16;
/// Unique identifier for a function within a module, including those only known at runtime.
pub const FunctionID = struct { module_id: ModuleID, fn_id: ModuleFunctionID };
pub fn Call(module_tag_or_type: anytype, fn_name_tag: anytype) type {
pub fn Mod(comptime M: type) type {
return struct {
pub const IsMachCall = void;
pub const IsMachMod = void;
pub const module_name = module_tag_or_type;
pub const fn_name = fn_name_tag;
pub const module_name = M.mach_module;
pub const Module = M;
id: FunctionID,
};
}
pub const Runner = struct {
pub const IsMachRunner = void;
ctx: *anyopaque,
id: ModFunctionIDs(M),
_ctx: *anyopaque,
_run: *const fn (ctx: *anyopaque, fn_id: FunctionID) void,
pub fn run(r: *const @This(), fn_id: FunctionID) void {
r._run(r.ctx, fn_id);
r._run(r._ctx, fn_id);
}
pub fn call(r: *const @This(), comptime f: ModuleFunctionName2(M)) void {
const fn_id = @field(r.id, @tagName(f));
r.run(fn_id);
}
};
}
pub fn ModFunctionIDs(comptime Module: type) type {
var fields: []const std.builtin.Type.StructField = &[0]std.builtin.Type.StructField{};
for (Module.mach_systems) |fn_name| {
fields = fields ++ [_]std.builtin.Type.StructField{.{
.name = @tagName(fn_name),
.type = FunctionID,
.default_value = null,
.is_comptime = false,
.alignment = @alignOf(FunctionID),
}};
}
return @Type(.{
.Struct = .{
.layout = .auto,
.is_tuple = false,
.fields = fields,
.decls = &[_]std.builtin.Type.Declaration{},
},
});
}
/// Enum describing all declarations for a given comptime-known module.
// TODO: unify with ModuleFunctionName
fn ModuleFunctionName2(comptime M: type) type {
validate(M);
var enum_fields: []const std.builtin.Type.EnumField = &[0]std.builtin.Type.EnumField{};
var i: u32 = 0;
inline for (M.mach_systems) |fn_tag| {
// TODO: verify decls are Fn or mach.schedule() decl
enum_fields = enum_fields ++ [_]std.builtin.Type.EnumField{.{ .name = @tagName(fn_tag), .value = i }};
i += 1;
}
return @Type(.{
.Enum = .{
.tag_type = if (enum_fields.len > 0) std.math.IntFittingRange(0, enum_fields.len - 1) else u0,
.fields = enum_fields,
.decls = &[_]std.builtin.Type.Declaration{},
.is_exhaustive = true,
},
});
}
pub fn Modules(module_lists: anytype) type {
inline for (moduleTuple(module_lists)) |module| {
@ -147,16 +189,11 @@ pub fn Modules(module_lists: anytype) type {
@field(args, arg.name) = &@field(m.mods, @tagName(std.meta.Child(arg.type).mach_module));
continue :outer;
}
if (@typeInfo(arg.type) == .Struct and @hasDecl(arg.type, "IsMachCall")) {
const machCall = arg.type;
@field(args, arg.name) = .{
.id = Module(@field(machCall, "module_name")).getFunction(@field(machCall, "fn_name")),
};
continue :outer;
}
if (@typeInfo(arg.type) == .Struct and @hasDecl(arg.type, "IsMachRunner")) {
@field(args, arg.name) = Runner{
.ctx = m.modules,
if (@typeInfo(arg.type) == .Struct and @hasDecl(arg.type, "IsMachMod")) {
const M = arg.type.Module;
var mv: Mod(M) = .{
.id = undefined,
._ctx = m.modules,
._run = (struct {
pub fn run(ctx: *anyopaque, fn_id: FunctionID) void {
const modules2: *Modules(module_lists) = @ptrCast(@alignCast(ctx));
@ -164,6 +201,10 @@ pub fn Modules(module_lists: anytype) type {
}
}).run,
};
inline for (M.mach_systems) |m_fn_name| {
@field(mv.id, @tagName(m_fn_name)) = Module(M).getFunction(m_fn_name);
}
@field(args, arg.name) = mv;
continue :outer;
}
@compileError("mach: function " ++ debug_name ++ " has an invalid argument(" ++ arg.name ++ ") type: " ++ @typeName(arg.type));