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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@ -14,6 +14,7 @@ const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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// TODO: banish global allocator
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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timer: mach.Timer,
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@ -40,20 +41,24 @@ pub const systems = .{
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.after_init = .{ .handler = afterInit },
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.update = .{ .handler = update },
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.tick = .{ .handler = tick },
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.end_frame = .{ .handler = endFrame },
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};
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fn deinit(
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core: *mach.Core.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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) !void {
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sprite_pipeline.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn init(
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core: *mach.Core.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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) !void {
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core.schedule(.init);
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sprite_pipeline.schedule(.init);
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game.schedule(.after_init);
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}
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@ -95,9 +100,11 @@ fn afterInit(
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.allocator = allocator,
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.pipeline = pipeline,
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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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sprite: *gfx.Sprite.Mod,
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@ -241,6 +248,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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"sprite [ FPS: {d} ] [ Sprites: {d} ]",
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.{ game.state().frame_count, game.state().sprites },
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);
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core.schedule(.update);
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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}
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