examples: revert to 0.4 entrypoint / control API design
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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20 changed files with 105 additions and 56 deletions
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@ -1,4 +1,3 @@
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const std = @import("std");
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const mach = @import("mach");
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const math = mach.math;
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const Renderer = @import("Renderer.zig");
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@ -25,7 +24,7 @@ pub const components = .{
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pub const systems = .{
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.update = .{ .handler = update },
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.tick = .{ .handler = tick },
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};
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// Define the globally unique name of our module. You can use any name here, but keep in mind no
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@ -38,8 +37,9 @@ pub const name = .app;
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// Note that Mod.state() returns an instance of our module struct.
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pub const Mod = mach.Mod(@This());
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pub fn deinit(renderer: *Renderer.Mod) void {
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pub fn deinit(core: *mach.Core.Mod, renderer: *Renderer.Mod) void {
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renderer.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn init(
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@ -47,9 +47,11 @@ fn init(
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// of the program we can have these types injected here, letting us work with other modules in
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// our program seamlessly and with a type-safe API:
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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) !void {
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core.schedule(.init);
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renderer.schedule(.init);
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// Create our player entity.
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@ -73,16 +75,16 @@ fn init(
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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});
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core.schedule(.start);
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}
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fn update(
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fn tick(
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS event.
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// TODO(Core)
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var iter = core.state().pollEvents();
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var direction = game.state().direction;
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var spawning = game.state().spawning;
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