examples: revert to 0.4 entrypoint / control API design
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
a54d20daa2
commit
80be6b7bca
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 mach = @import("mach");
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const gpu = mach.gpu;
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const gpu = mach.gpu;
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@ -7,18 +6,25 @@ pub const Mod = mach.Mod(@This());
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pub const systems = .{
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pub const systems = .{
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.init = .{ .handler = init },
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.init = .{ .handler = init },
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.after_init = .{ .handler = afterInit },
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.deinit = .{ .handler = deinit },
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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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};
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title_timer: mach.Timer,
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title_timer: mach.Timer,
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pipeline: *gpu.RenderPipeline,
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pipeline: *gpu.RenderPipeline,
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pub fn deinit(game: *Mod) void {
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pub fn deinit(core: *mach.Core.Mod, game: *Mod) void {
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game.state().pipeline.release();
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game.state().pipeline.release();
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core.schedule(.deinit);
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}
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}
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fn init(game: *Mod, core: *mach.Core.Mod) !void {
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fn init(game: *Mod, core: *mach.Core.Mod) !void {
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core.schedule(.init);
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game.schedule(.after_init);
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}
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fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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// Create our shader module
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// Create our shader module
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const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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defer shader_module.release();
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@ -57,11 +63,11 @@ fn init(game: *Mod, core: *mach.Core.Mod) !void {
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.pipeline = pipeline,
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.pipeline = pipeline,
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});
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});
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try updateWindowTitle(core);
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try updateWindowTitle(core);
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core.schedule(.start);
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}
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}
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fn update(core: *mach.Core.Mod, game: *Mod) !void {
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fn tick(core: *mach.Core.Mod, game: *Mod) !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 iter = core.state().pollEvents();
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while (iter.next()) |event| {
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while (iter.next()) |event| {
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switch (event) {
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switch (event) {
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@ -106,6 +112,7 @@ fn update(core: *mach.Core.Mod, game: *Mod) !void {
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defer command.release();
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.schedule(.present_frame);
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core.schedule(.present_frame);
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// update the window title every second
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// update the window title every second
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@ -125,4 +132,5 @@ fn updateWindowTitle(core: *mach.Core.Mod) !void {
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core.state().inputRate(),
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core.state().inputRate(),
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},
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},
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);
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);
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core.schedule(.update);
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}
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}
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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 mach = @import("mach");
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// The global list of Mach modules registered for use in our application.
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// The global list of Mach modules registered for use in our application.
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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 mach = @import("mach");
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const gpu = mach.gpu;
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const gpu = mach.gpu;
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@ -7,18 +6,25 @@ pub const Mod = mach.Mod(@This());
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pub const systems = .{
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pub const systems = .{
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.init = .{ .handler = init },
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.init = .{ .handler = init },
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.after_init = .{ .handler = afterInit },
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.deinit = .{ .handler = deinit },
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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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};
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title_timer: mach.Timer,
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title_timer: mach.Timer,
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pipeline: *gpu.RenderPipeline,
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pipeline: *gpu.RenderPipeline,
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pub fn deinit(game: *Mod) void {
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pub fn deinit(core: *mach.Core.Mod, game: *Mod) void {
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game.state().pipeline.release();
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game.state().pipeline.release();
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core.schedule(.deinit);
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}
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}
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fn init(game: *Mod, core: *mach.Core.Mod) !void {
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fn init(game: *Mod, core: *mach.Core.Mod) !void {
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core.schedule(.init);
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game.schedule(.after_init);
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}
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fn afterInit(game: *Mod, core: *mach.Core.Mod) !void {
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// Create our shader module
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// Create our shader module
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const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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const shader_module = core.state().device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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defer shader_module.release();
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@ -56,10 +62,12 @@ fn init(game: *Mod, core: *mach.Core.Mod) !void {
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.title_timer = try mach.Timer.start(),
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.title_timer = try mach.Timer.start(),
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.pipeline = pipeline,
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.pipeline = pipeline,
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});
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});
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// try updateWindowTitle(core);
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try updateWindowTitle(core);
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core.schedule(.start);
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}
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}
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fn update(core: *mach.Core.Mod, game: *Mod) !void {
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fn tick(core: *mach.Core.Mod, game: *Mod) !void {
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var iter = core.state().pollEvents();
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var iter = core.state().pollEvents();
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while (iter.next()) |event| {
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while (iter.next()) |event| {
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switch (event) {
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switch (event) {
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@ -74,7 +82,7 @@ fn update(core: *mach.Core.Mod, game: *Mod) !void {
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defer back_buffer_view.release();
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defer back_buffer_view.release();
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// Create a command encoder
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// Create a command encoder
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const label = @tagName(name) ++ ".update";
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const label = @tagName(name) ++ ".tick";
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const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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defer encoder.release();
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@ -104,6 +112,7 @@ fn update(core: *mach.Core.Mod, game: *Mod) !void {
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defer command.release();
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.schedule(.present_frame);
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core.schedule(.present_frame);
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// update the window title every second
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// update the window title every second
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@ -123,4 +132,5 @@ fn updateWindowTitle(core: *mach.Core.Mod) !void {
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core.state().inputRate(),
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core.state().inputRate(),
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},
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},
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);
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);
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core.schedule(.update);
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}
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}
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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 mach = @import("mach");
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// The global list of Mach modules registered for use in our application.
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// The global list of Mach modules registered for use in our application.
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const std = @import("std");
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const mach = @import("mach");
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const mach = @import("mach");
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const math = mach.math;
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const math = mach.math;
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const Renderer = @import("Renderer.zig");
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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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pub const systems = .{
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.init = .{ .handler = init },
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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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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};
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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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// 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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// 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 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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renderer.schedule(.deinit);
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core.schedule(.deinit);
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}
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}
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fn init(
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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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// 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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// our program seamlessly and with a type-safe API:
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entities: *mach.Entities.Mod,
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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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renderer: *Renderer.Mod,
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game: *Mod,
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game: *Mod,
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) !void {
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) !void {
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core.schedule(.init);
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renderer.schedule(.init);
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renderer.schedule(.init);
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// Create our player entity.
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// Create our player entity.
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.spawn_timer = try mach.Timer.start(),
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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.player = player,
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});
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});
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core.schedule(.start);
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}
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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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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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game: *Mod,
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) !void {
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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 iter = core.state().pollEvents();
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var direction = game.state().direction;
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var direction = game.state().direction;
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var spawning = game.state().spawning;
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var spawning = game.state().spawning;
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// TODO(important): docs
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// TODO(important): review all code in this file in-depth
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const std = @import("std");
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const mach = @import("mach");
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const mach = @import("mach");
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const gpu = mach.gpu;
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const gpu = mach.gpu;
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const math = mach.math;
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const math = mach.math;
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@ -110,7 +106,9 @@ fn init(
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});
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});
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}
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}
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fn deinit(renderer: *Mod) !void {
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fn deinit(
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renderer: *Mod,
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) !void {
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renderer.state().pipeline.release();
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renderer.state().pipeline.release();
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for (renderer.state().bind_groups) |bind_group| bind_group.release();
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for (renderer.state().bind_groups) |bind_group| bind_group.release();
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renderer.state().uniform_buffer.release();
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renderer.state().uniform_buffer.release();
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@ -127,7 +125,7 @@ fn renderFrame(
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defer back_buffer_view.release();
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defer back_buffer_view.release();
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// Create a command encoder
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// Create a command encoder
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const label = @tagName(name) ++ ".renderFrame";
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const label = @tagName(name) ++ ".tick";
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const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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defer encoder.release();
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@ -177,5 +175,6 @@ fn renderFrame(
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defer command.release();
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defer command.release();
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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// Present the frame
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core.schedule(.present_frame);
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core.schedule(.present_frame);
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}
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}
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const std = @import("std");
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const mach = @import("mach");
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const mach = @import("mach");
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// The global list of Mach modules registered for use in our application.
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// The global list of Mach modules registered for use in our application.
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@ -9,8 +7,9 @@ pub const modules = .{
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@import("Renderer.zig"),
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@import("Renderer.zig"),
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};
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};
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// TODO: move this to a mach "entrypoint" zig module
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pub fn main() !void {
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pub fn main() !void {
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// Initialize mach.Core
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// Initialize mach core
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try mach.core.initModule();
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try mach.core.initModule();
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// Main loop
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// Main loop
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// TODO(important): review all code in this file in-depth
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const std = @import("std");
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const std = @import("std");
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const mach = @import("mach");
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const mach = @import("mach");
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const gpu = mach.gpu;
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const gpu = mach.gpu;
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@ -35,17 +34,19 @@ pub const Mod = mach.Mod(@This());
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pub const systems = .{
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pub const systems = .{
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.init = .{ .handler = init },
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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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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.after_init = .{ .handler = afterInit },
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.after_init = .{ .handler = afterInit },
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.end_frame = .{ .handler = endFrame },
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.end_frame = .{ .handler = endFrame },
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};
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};
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fn deinit(sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod) !void {
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fn deinit(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod) !void {
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sprite_pipeline.schedule(.deinit);
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sprite_pipeline.schedule(.deinit);
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glyphs.schedule(.deinit);
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glyphs.schedule(.deinit);
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core.schedule(.deinit);
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}
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}
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fn init(sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, game: *Mod) !void {
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fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, game: *Mod) !void {
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core.schedule(.init);
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sprite_pipeline.schedule(.init);
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sprite_pipeline.schedule(.init);
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glyphs.schedule(.init);
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glyphs.schedule(.init);
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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glyphs: *Glyphs.Mod,
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game: *Mod,
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game: *Mod,
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core: *mach.Core.Mod,
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) !void {
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) !void {
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// Create a sprite rendering pipeline
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// Create a sprite rendering pipeline
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const texture = glyphs.state().texture;
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const texture = glyphs.state().texture;
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.time = 0,
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.time = 0,
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.pipeline = pipeline,
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.pipeline = pipeline,
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});
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});
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core.schedule(.start);
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}
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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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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite: *gfx.Sprite.Mod,
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@ -253,6 +257,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
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"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
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"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
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.{ game.state().frame_count, game.state().sprites },
|
.{ game.state().frame_count, game.state().sprites },
|
||||||
);
|
);
|
||||||
|
core.schedule(.update);
|
||||||
game.state().fps_timer.reset();
|
game.state().fps_timer.reset();
|
||||||
game.state().frame_count = 0;
|
game.state().frame_count = 0;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
// TODO(important): review all code in this file in-depth
|
|
||||||
const mach = @import("mach");
|
const mach = @import("mach");
|
||||||
const gpu = mach.gpu;
|
const gpu = mach.gpu;
|
||||||
const ft = @import("freetype");
|
const ft = @import("freetype");
|
||||||
|
|
@ -16,6 +15,7 @@ pub const systems = .{
|
||||||
|
|
||||||
const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.gfx.Atlas.Region);
|
const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.gfx.Atlas.Region);
|
||||||
|
|
||||||
|
// TODO: banish global allocator
|
||||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||||
|
|
||||||
texture_atlas: mach.gfx.Atlas,
|
texture_atlas: mach.gfx.Atlas,
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
const std = @import("std");
|
|
||||||
const mach = @import("mach");
|
const mach = @import("mach");
|
||||||
|
|
||||||
// The global list of Mach modules registered for use in our application.
|
// The global list of Mach modules registered for use in our application.
|
||||||
|
|
|
||||||
|
|
@ -15,6 +15,7 @@ const Vec3 = math.Vec3;
|
||||||
const Mat3x3 = math.Mat3x3;
|
const Mat3x3 = math.Mat3x3;
|
||||||
const Mat4x4 = math.Mat4x4;
|
const Mat4x4 = math.Mat4x4;
|
||||||
|
|
||||||
|
// TODO: banish global allocator
|
||||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||||
|
|
||||||
info_text: mach.EntityID,
|
info_text: mach.EntityID,
|
||||||
|
|
@ -44,18 +45,20 @@ pub const systems = .{
|
||||||
.init = .{ .handler = init },
|
.init = .{ .handler = init },
|
||||||
.after_init = .{ .handler = afterInit },
|
.after_init = .{ .handler = afterInit },
|
||||||
.deinit = .{ .handler = deinit },
|
.deinit = .{ .handler = deinit },
|
||||||
.update = .{ .handler = update },
|
.tick = .{ .handler = tick },
|
||||||
.end_frame = .{ .handler = endFrame },
|
.end_frame = .{ .handler = endFrame },
|
||||||
.audio_state_change = .{ .handler = audioStateChange },
|
.audio_state_change = .{ .handler = audioStateChange },
|
||||||
};
|
};
|
||||||
|
|
||||||
fn deinit(
|
fn deinit(
|
||||||
|
core: *mach.Core.Mod,
|
||||||
text_pipeline: *gfx.TextPipeline.Mod,
|
text_pipeline: *gfx.TextPipeline.Mod,
|
||||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||||
audio: *mach.Audio.Mod,
|
audio: *mach.Audio.Mod,
|
||||||
) !void {
|
) !void {
|
||||||
text_pipeline.schedule(.deinit);
|
text_pipeline.schedule(.deinit);
|
||||||
sprite_pipeline.schedule(.deinit);
|
sprite_pipeline.schedule(.deinit);
|
||||||
|
core.schedule(.deinit);
|
||||||
audio.schedule(.deinit);
|
audio.schedule(.deinit);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -64,11 +67,13 @@ fn init(
|
||||||
text_pipeline: *gfx.TextPipeline.Mod,
|
text_pipeline: *gfx.TextPipeline.Mod,
|
||||||
text: *gfx.Text.Mod,
|
text: *gfx.Text.Mod,
|
||||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||||
|
core: *mach.Core.Mod,
|
||||||
game: *Mod,
|
game: *Mod,
|
||||||
) !void {
|
) !void {
|
||||||
// If you want to try fullscreen:
|
// If you want to try fullscreen:
|
||||||
// try core.set(core.state().main_window, .fullscreen, true);
|
// try core.set(core.state().main_window, .fullscreen, true);
|
||||||
|
|
||||||
|
core.schedule(.init);
|
||||||
audio.schedule(.init);
|
audio.schedule(.init);
|
||||||
text.schedule(.init);
|
text.schedule(.init);
|
||||||
text_pipeline.schedule(.init);
|
text_pipeline.schedule(.init);
|
||||||
|
|
@ -146,6 +151,7 @@ fn afterInit(
|
||||||
.pipeline = pipeline,
|
.pipeline = pipeline,
|
||||||
.sfx = sfx,
|
.sfx = sfx,
|
||||||
});
|
});
|
||||||
|
core.schedule(.start);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn audioStateChange(entities: *mach.Entities.Mod) !void {
|
fn audioStateChange(entities: *mach.Entities.Mod) !void {
|
||||||
|
|
@ -164,7 +170,7 @@ fn audioStateChange(entities: *mach.Entities.Mod) !void {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(
|
fn tick(
|
||||||
entities: *mach.Entities.Mod,
|
entities: *mach.Entities.Mod,
|
||||||
core: *mach.Core.Mod,
|
core: *mach.Core.Mod,
|
||||||
sprite: *gfx.Sprite.Mod,
|
sprite: *gfx.Sprite.Mod,
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
const std = @import("std");
|
|
||||||
const mach = @import("mach");
|
const mach = @import("mach");
|
||||||
|
|
||||||
// The global list of Mach modules registered for use in our application.
|
// The global list of Mach modules registered for use in our application.
|
||||||
|
|
|
||||||
|
|
@ -18,6 +18,7 @@ const sysaudio = mach.sysaudio;
|
||||||
|
|
||||||
pub const App = @This();
|
pub const App = @This();
|
||||||
|
|
||||||
|
// TODO: banish global allocator
|
||||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||||
|
|
||||||
pub const name = .app;
|
pub const name = .app;
|
||||||
|
|
@ -27,7 +28,7 @@ pub const systems = .{
|
||||||
.init = .{ .handler = init },
|
.init = .{ .handler = init },
|
||||||
.after_init = .{ .handler = afterInit },
|
.after_init = .{ .handler = afterInit },
|
||||||
.deinit = .{ .handler = deinit },
|
.deinit = .{ .handler = deinit },
|
||||||
.update = .{ .handler = update },
|
.tick = .{ .handler = tick },
|
||||||
.audio_state_change = .{ .handler = audioStateChange },
|
.audio_state_change = .{ .handler = audioStateChange },
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -37,7 +38,8 @@ pub const components = .{
|
||||||
|
|
||||||
ghost_key_mode: bool = false,
|
ghost_key_mode: bool = false,
|
||||||
|
|
||||||
fn init(audio: *mach.Audio.Mod, app: *Mod) void {
|
fn init(core: *mach.Core.Mod, audio: *mach.Audio.Mod, app: *Mod) void {
|
||||||
|
core.schedule(.init);
|
||||||
audio.schedule(.init);
|
audio.schedule(.init);
|
||||||
app.schedule(.after_init);
|
app.schedule(.after_init);
|
||||||
|
|
||||||
|
|
@ -49,6 +51,8 @@ fn init(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||||
std.debug.print("[spacebar] enable ghost-key mode (demonstrate seamless back-to-back sound playback)\n", .{});
|
std.debug.print("[spacebar] enable ghost-key mode (demonstrate seamless back-to-back sound playback)\n", .{});
|
||||||
std.debug.print("[arrow up] increase volume 10%\n", .{});
|
std.debug.print("[arrow up] increase volume 10%\n", .{});
|
||||||
std.debug.print("[arrow down] decrease volume 10%\n", .{});
|
std.debug.print("[arrow down] decrease volume 10%\n", .{});
|
||||||
|
|
||||||
|
core.schedule(.start);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||||
|
|
@ -57,8 +61,9 @@ fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||||
audio.state().on_state_change = app.system(.audio_state_change);
|
audio.state().on_state_change = app.system(.audio_state_change);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn deinit(audio: *mach.Audio.Mod) void {
|
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
|
||||||
audio.schedule(.deinit);
|
audio.schedule(.deinit);
|
||||||
|
core.schedule(.deinit);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn audioStateChange(
|
fn audioStateChange(
|
||||||
|
|
@ -90,7 +95,7 @@ fn audioStateChange(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(
|
fn tick(
|
||||||
entities: *mach.Entities.Mod,
|
entities: *mach.Entities.Mod,
|
||||||
core: *mach.Core.Mod,
|
core: *mach.Core.Mod,
|
||||||
audio: *mach.Audio.Mod,
|
audio: *mach.Audio.Mod,
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
const std = @import("std");
|
|
||||||
const mach = @import("mach");
|
const mach = @import("mach");
|
||||||
|
|
||||||
// The global list of Mach modules registered for use in our application.
|
// The global list of Mach modules registered for use in our application.
|
||||||
|
|
|
||||||
|
|
@ -12,6 +12,7 @@ const sysaudio = mach.sysaudio;
|
||||||
|
|
||||||
pub const App = @This();
|
pub const App = @This();
|
||||||
|
|
||||||
|
// TODO: banish global allocator
|
||||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||||
|
|
||||||
pub const name = .app;
|
pub const name = .app;
|
||||||
|
|
@ -21,7 +22,7 @@ pub const systems = .{
|
||||||
.init = .{ .handler = init },
|
.init = .{ .handler = init },
|
||||||
.after_init = .{ .handler = afterInit },
|
.after_init = .{ .handler = afterInit },
|
||||||
.deinit = .{ .handler = deinit },
|
.deinit = .{ .handler = deinit },
|
||||||
.update = .{ .handler = update },
|
.tick = .{ .handler = tick },
|
||||||
.audio_state_change = .{ .handler = audioStateChange },
|
.audio_state_change = .{ .handler = audioStateChange },
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -33,9 +34,11 @@ sfx: mach.Audio.Opus,
|
||||||
|
|
||||||
fn init(
|
fn init(
|
||||||
entities: *mach.Entities.Mod,
|
entities: *mach.Entities.Mod,
|
||||||
|
core: *mach.Core.Mod,
|
||||||
audio: *mach.Audio.Mod,
|
audio: *mach.Audio.Mod,
|
||||||
app: *Mod,
|
app: *Mod,
|
||||||
) !void {
|
) !void {
|
||||||
|
core.schedule(.init);
|
||||||
audio.schedule(.init);
|
audio.schedule(.init);
|
||||||
app.schedule(.after_init);
|
app.schedule(.after_init);
|
||||||
|
|
||||||
|
|
@ -61,6 +64,8 @@ fn init(
|
||||||
std.debug.print("[typing] Play SFX\n", .{});
|
std.debug.print("[typing] Play SFX\n", .{});
|
||||||
std.debug.print("[arrow up] increase volume 10%\n", .{});
|
std.debug.print("[arrow up] increase volume 10%\n", .{});
|
||||||
std.debug.print("[arrow down] decrease volume 10%\n", .{});
|
std.debug.print("[arrow down] decrease volume 10%\n", .{});
|
||||||
|
|
||||||
|
core.schedule(.start);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||||
|
|
@ -69,8 +74,9 @@ fn afterInit(audio: *mach.Audio.Mod, app: *Mod) void {
|
||||||
audio.state().on_state_change = app.system(.audio_state_change);
|
audio.state().on_state_change = app.system(.audio_state_change);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn deinit(audio: *mach.Audio.Mod) void {
|
fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
|
||||||
audio.schedule(.deinit);
|
audio.schedule(.deinit);
|
||||||
|
core.schedule(.deinit);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn audioStateChange(
|
fn audioStateChange(
|
||||||
|
|
@ -99,7 +105,7 @@ fn audioStateChange(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(
|
fn tick(
|
||||||
entities: *mach.Entities.Mod,
|
entities: *mach.Entities.Mod,
|
||||||
core: *mach.Core.Mod,
|
core: *mach.Core.Mod,
|
||||||
audio: *mach.Audio.Mod,
|
audio: *mach.Audio.Mod,
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
const std = @import("std");
|
|
||||||
const mach = @import("mach");
|
const mach = @import("mach");
|
||||||
|
|
||||||
// The global list of Mach modules registered for use in our application.
|
// The global list of Mach modules registered for use in our application.
|
||||||
|
|
|
||||||
|
|
@ -14,6 +14,7 @@ const Vec3 = math.Vec3;
|
||||||
const Mat3x3 = math.Mat3x3;
|
const Mat3x3 = math.Mat3x3;
|
||||||
const Mat4x4 = math.Mat4x4;
|
const Mat4x4 = math.Mat4x4;
|
||||||
|
|
||||||
|
// TODO: banish global allocator
|
||||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||||
|
|
||||||
timer: mach.Timer,
|
timer: mach.Timer,
|
||||||
|
|
@ -40,20 +41,24 @@ pub const systems = .{
|
||||||
.init = .{ .handler = init },
|
.init = .{ .handler = init },
|
||||||
.deinit = .{ .handler = deinit },
|
.deinit = .{ .handler = deinit },
|
||||||
.after_init = .{ .handler = afterInit },
|
.after_init = .{ .handler = afterInit },
|
||||||
.update = .{ .handler = update },
|
.tick = .{ .handler = tick },
|
||||||
.end_frame = .{ .handler = endFrame },
|
.end_frame = .{ .handler = endFrame },
|
||||||
};
|
};
|
||||||
|
|
||||||
fn deinit(
|
fn deinit(
|
||||||
|
core: *mach.Core.Mod,
|
||||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||||
) !void {
|
) !void {
|
||||||
sprite_pipeline.schedule(.deinit);
|
sprite_pipeline.schedule(.deinit);
|
||||||
|
core.schedule(.deinit);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn init(
|
fn init(
|
||||||
|
core: *mach.Core.Mod,
|
||||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||||
game: *Mod,
|
game: *Mod,
|
||||||
) !void {
|
) !void {
|
||||||
|
core.schedule(.init);
|
||||||
sprite_pipeline.schedule(.init);
|
sprite_pipeline.schedule(.init);
|
||||||
game.schedule(.after_init);
|
game.schedule(.after_init);
|
||||||
}
|
}
|
||||||
|
|
@ -95,9 +100,11 @@ fn afterInit(
|
||||||
.allocator = allocator,
|
.allocator = allocator,
|
||||||
.pipeline = pipeline,
|
.pipeline = pipeline,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
core.schedule(.start);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(
|
fn tick(
|
||||||
entities: *mach.Entities.Mod,
|
entities: *mach.Entities.Mod,
|
||||||
core: *mach.Core.Mod,
|
core: *mach.Core.Mod,
|
||||||
sprite: *gfx.Sprite.Mod,
|
sprite: *gfx.Sprite.Mod,
|
||||||
|
|
@ -241,6 +248,7 @@ fn endFrame(game: *Mod, core: *mach.Core.Mod) !void {
|
||||||
"sprite [ FPS: {d} ] [ Sprites: {d} ]",
|
"sprite [ FPS: {d} ] [ Sprites: {d} ]",
|
||||||
.{ game.state().frame_count, game.state().sprites },
|
.{ game.state().frame_count, game.state().sprites },
|
||||||
);
|
);
|
||||||
|
core.schedule(.update);
|
||||||
game.state().fps_timer.reset();
|
game.state().fps_timer.reset();
|
||||||
game.state().frame_count = 0;
|
game.state().frame_count = 0;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
const std = @import("std");
|
|
||||||
const mach = @import("mach");
|
const mach = @import("mach");
|
||||||
|
|
||||||
// The global list of Mach modules registered for use in our application.
|
// The global list of Mach modules registered for use in our application.
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
// TODO(important): review all code in this file in-depth
|
|
||||||
const std = @import("std");
|
const std = @import("std");
|
||||||
const zigimg = @import("zigimg");
|
const zigimg = @import("zigimg");
|
||||||
const assets = @import("assets");
|
const assets = @import("assets");
|
||||||
|
|
@ -38,7 +37,7 @@ pub const systems = .{
|
||||||
.init = .{ .handler = init },
|
.init = .{ .handler = init },
|
||||||
.deinit = .{ .handler = deinit },
|
.deinit = .{ .handler = deinit },
|
||||||
.after_init = .{ .handler = afterInit },
|
.after_init = .{ .handler = afterInit },
|
||||||
.update = .{ .handler = update },
|
.tick = .{ .handler = tick },
|
||||||
.end_frame = .{ .handler = endFrame },
|
.end_frame = .{ .handler = endFrame },
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -52,15 +51,21 @@ const text1: []const []const u8 = &.{
|
||||||
|
|
||||||
const text2: []const []const u8 = &.{"$!?"};
|
const text2: []const []const u8 = &.{"$!?"};
|
||||||
|
|
||||||
fn deinit(text_pipeline: *gfx.TextPipeline.Mod) !void {
|
fn deinit(
|
||||||
|
core: *mach.Core.Mod,
|
||||||
|
text_pipeline: *gfx.TextPipeline.Mod,
|
||||||
|
) !void {
|
||||||
text_pipeline.schedule(.deinit);
|
text_pipeline.schedule(.deinit);
|
||||||
|
core.schedule(.deinit);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn init(
|
fn init(
|
||||||
|
core: *mach.Core.Mod,
|
||||||
text: *gfx.Text.Mod,
|
text: *gfx.Text.Mod,
|
||||||
text_pipeline: *gfx.TextPipeline.Mod,
|
text_pipeline: *gfx.TextPipeline.Mod,
|
||||||
game: *Mod,
|
game: *Mod,
|
||||||
) !void {
|
) !void {
|
||||||
|
core.schedule(.init);
|
||||||
text.schedule(.init);
|
text.schedule(.init);
|
||||||
text_pipeline.schedule(.init);
|
text_pipeline.schedule(.init);
|
||||||
game.schedule(.after_init);
|
game.schedule(.after_init);
|
||||||
|
|
@ -68,6 +73,7 @@ fn init(
|
||||||
|
|
||||||
fn afterInit(
|
fn afterInit(
|
||||||
entities: *mach.Entities.Mod,
|
entities: *mach.Entities.Mod,
|
||||||
|
core: *mach.Core.Mod,
|
||||||
text: *gfx.Text.Mod,
|
text: *gfx.Text.Mod,
|
||||||
text_pipeline: *gfx.TextPipeline.Mod,
|
text_pipeline: *gfx.TextPipeline.Mod,
|
||||||
text_style: *gfx.TextStyle.Mod,
|
text_style: *gfx.TextStyle.Mod,
|
||||||
|
|
@ -105,9 +111,11 @@ fn afterInit(
|
||||||
.style1 = style1,
|
.style1 = style1,
|
||||||
.pipeline = pipeline,
|
.pipeline = pipeline,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
core.schedule(.start);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(
|
fn tick(
|
||||||
entities: *mach.Entities.Mod,
|
entities: *mach.Entities.Mod,
|
||||||
core: *mach.Core.Mod,
|
core: *mach.Core.Mod,
|
||||||
text: *gfx.Text.Mod,
|
text: *gfx.Text.Mod,
|
||||||
|
|
@ -268,6 +276,7 @@ fn endFrame(
|
||||||
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
|
"text [ FPS: {d} ] [ Texts: {d} ] [ Glyphs: {d} ]",
|
||||||
.{ game.state().frame_count, num_texts, num_glyphs },
|
.{ game.state().frame_count, num_texts, num_glyphs },
|
||||||
);
|
);
|
||||||
|
core.schedule(.update);
|
||||||
game.state().fps_timer.reset();
|
game.state().fps_timer.reset();
|
||||||
game.state().frame_count = 0;
|
game.state().frame_count = 0;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
const std = @import("std");
|
|
||||||
const mach = @import("mach");
|
const mach = @import("mach");
|
||||||
|
|
||||||
// The global list of Mach modules registered for use in our application.
|
// The global list of Mach modules registered for use in our application.
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue