core: Remove main_window in favor of users creating their own windows. Added event window_open which is called when the platform has finished initializing the window
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b33f85576e
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4 changed files with 72 additions and 50 deletions
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@ -7,6 +7,7 @@ pub const mach_module = .app;
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pub const mach_systems = .{ .main, .init, .deinit, .tick };
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window: mach.ObjectID,
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title_timer: mach.time.Timer,
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pipeline: *gpu.RenderPipeline,
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@ -28,10 +29,25 @@ pub fn init(
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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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const main_window = core.windows.getValue(core.main_window);
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const window = try core.windows.new(.{ .title = "core-custom-entrypoint" });
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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.window = window,
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.title_timer = try mach.time.Timer.start(),
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.pipeline = undefined,
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};
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// TODO(object): window-title
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// try updateWindowTitle(core);
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}
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fn setupPipeline(core: *mach.Core, app: *App, window_id: mach.ObjectID) !void {
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_ = window_id; // autofix
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const window = core.windows.getValue(app.window);
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// Create our shader module
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const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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const shader_module = window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Blend state describes how rendered colors get blended
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@ -39,7 +55,7 @@ pub fn init(
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// Color target describes e.g. the pixel format of the window we are rendering to.
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const color_target = gpu.ColorTargetState{
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.format = main_window.framebuffer_format,
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.format = window.framebuffer_format,
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.blend = &blend,
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};
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@ -60,36 +76,31 @@ pub fn init(
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.entry_point = "vertex_main",
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},
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};
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const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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.title_timer = try mach.time.Timer.start(),
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.pipeline = pipeline,
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};
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// TODO(object): window-title
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// try updateWindowTitle(core);
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app.pipeline = window.device.createRenderPipeline(&pipeline_descriptor);
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}
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pub fn tick(core: *mach.Core, app: *App) !void {
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while (core.nextEvent()) |event| {
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switch (event) {
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.window_open => |ev| {
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try setupPipeline(core, app, ev.window_id);
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},
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.close => core.exit(),
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else => {},
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}
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}
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const main_window = core.windows.getValue(core.main_window);
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const window = core.windows.getValue(app.window);
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(mach_module) ++ ".tick";
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const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
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const encoder = window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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@ -116,7 +127,7 @@ pub fn tick(core: *mach.Core, app: *App) !void {
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// Submit our commands to the queue
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
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window.queue.submit(&[_]*gpu.CommandBuffer{command});
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// update the window title every second
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if (app.title_timer.read() >= 1.0) {
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@ -14,6 +14,7 @@ pub const main = mach.schedule(.{
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.{ mach.Core, .main },
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});
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window: mach.ObjectID,
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title_timer: mach.time.Timer,
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pipeline: *gpu.RenderPipeline,
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@ -25,10 +26,24 @@ pub fn init(
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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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const main_window = core.windows.getValue(core.main_window);
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const window = try core.windows.new(.{
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.title = "core-triangle",
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});
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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.window = window,
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.title_timer = try mach.time.Timer.start(),
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.pipeline = undefined,
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};
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}
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fn setupPipeline(core: *mach.Core, app: *App, window_id: mach.ObjectID) !void {
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var window = core.windows.getValue(window_id);
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defer core.windows.setValueRaw(window_id, window);
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// Create our shader module
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const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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const shader_module = window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Blend state describes how rendered colors get blended
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@ -36,7 +51,7 @@ pub fn init(
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// Color target describes e.g. the pixel format of the window we are rendering to.
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const color_target = gpu.ColorTargetState{
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.format = main_window.framebuffer_format,
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.format = window.framebuffer_format,
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.blend = &blend,
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};
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@ -57,13 +72,7 @@ pub fn init(
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.entry_point = "vertex_main",
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},
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};
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const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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.title_timer = try mach.time.Timer.start(),
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.pipeline = pipeline,
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};
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app.pipeline = window.device.createRenderPipeline(&pipeline_descriptor);
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}
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// TODO(object): window-title
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@ -72,19 +81,22 @@ pub fn init(
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pub fn tick(app: *App, core: *mach.Core) void {
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while (core.nextEvent()) |event| {
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switch (event) {
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.window_open => |ev| {
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try setupPipeline(core, app, ev.window_id);
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},
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.key_press => |ev| {
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switch (ev.key) {
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.right => {
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core.windows.set(core.main_window, .width, core.windows.get(core.main_window, .width) + 10);
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core.windows.set(app.window, .width, core.windows.get(app.window, .width) + 10);
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},
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.left => {
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core.windows.set(core.main_window, .width, core.windows.get(core.main_window, .width) - 10);
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core.windows.set(app.window, .width, core.windows.get(app.window, .width) - 10);
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},
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.up => {
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core.windows.set(core.main_window, .height, core.windows.get(core.main_window, .height) + 10);
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core.windows.set(app.window, .height, core.windows.get(app.window, .height) + 10);
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},
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.down => {
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core.windows.set(core.main_window, .height, core.windows.get(core.main_window, .height) - 10);
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core.windows.set(app.window, .height, core.windows.get(app.window, .height) - 10);
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},
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else => {},
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}
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@ -94,17 +106,17 @@ pub fn tick(app: *App, core: *mach.Core) void {
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}
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}
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const main_window = core.windows.getValue(core.main_window);
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const window = core.windows.getValue(app.window);
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(mach_module) ++ ".tick";
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const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
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const encoder = window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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@ -131,7 +143,7 @@ pub fn tick(app: *App, core: *mach.Core) void {
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// Submit our commands to the queue
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
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window.queue.submit(&[_]*gpu.CommandBuffer{command});
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// update the window title every second
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// if (app.title_timer.read() >= 1.0) {
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@ -28,6 +28,7 @@ pub const deinit = mach.schedule(.{
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.{ mach.Audio, .deinit },
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});
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window: mach.ObjectID,
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/// Tag object we set as a child of mach.Audio objects to indicate they are background music.
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// TODO(object): consider adding a better object 'tagging' system?
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bgm: mach.Objects(.{}, struct {}),
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@ -46,6 +47,10 @@ pub fn init(
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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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const window = try core.windows.new(.{
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.title = "play-opus",
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});
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// Configure the audio module to send our app's .audio_state_change event when an entity's sound
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// finishes playing.
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audio.on_state_change = app_mod.id.audioStateChange;
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@ -61,7 +66,7 @@ pub fn init(
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const sfx = try mach.Audio.Opus.decodeStream(allocator, sfx_sound_stream);
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// Initialize module state
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app.* = .{ .sfx = sfx, .bgm = app.bgm };
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app.* = .{ .sfx = sfx, .bgm = app.bgm, .window = window };
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const bgm_buffer = blk: {
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audio.buffers.lock();
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@ -138,16 +143,16 @@ pub fn tick(
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}
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}
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var main_window = core.windows.getValue(core.main_window);
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var window = core.windows.getValue(app.window);
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(mach_module) ++ ".tick";
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const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
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const encoder = window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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@ -172,5 +177,5 @@ pub fn tick(
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// Submit our commands to the queue
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
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window.queue.submit(&[_]*gpu.CommandBuffer{command});
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}
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16
src/Core.zig
16
src/Core.zig
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@ -106,9 +106,6 @@ on_tick: ?mach.FunctionID = null,
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/// Callback system invoked when application is exiting
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on_exit: ?mach.FunctionID = null,
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/// Main window of the application
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main_window: mach.ObjectID,
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/// Current state of the application
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state: enum {
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running,
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@ -132,8 +129,6 @@ pub fn init(core: *Core) !void {
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// TODO: fix all leaks and use options.allocator
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try mach.sysgpu.Impl.init(allocator, .{});
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const main_window = try core.windows.new(.{});
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var events = EventQueue.init(allocator);
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try events.ensureTotalCapacity(8192);
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@ -142,7 +137,6 @@ pub fn init(core: *Core) !void {
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.windows = core.windows,
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.allocator = allocator,
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.main_window = main_window,
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.events = events,
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.input_state = .{},
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@ -150,11 +144,6 @@ pub fn init(core: *Core) !void {
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.frame = .{ .target = 1 },
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};
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// Tick the platform so that the platform can grab the newly created window
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// and perform initialization
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// TODO: consider removing `main_window` and then this wont be necessary
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try Platform.tick(core);
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try core.frame.start();
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try core.input.start();
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}
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@ -229,6 +218,8 @@ pub fn initWindow(core: *Core, window_id: mach.ObjectID) !void {
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core_window.framebuffer_format = core_window.swap_chain_descriptor.format;
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core_window.framebuffer_width = core_window.swap_chain_descriptor.width;
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core_window.framebuffer_height = core_window.swap_chain_descriptor.height;
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core.pushEvent(.{ .window_open = .{ .window_id = window_id } });
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}
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pub fn tick(core: *Core, core_mod: mach.Mod(Core)) !void {
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@ -686,6 +677,9 @@ pub const Event = union(enum) {
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yoffset: f32,
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},
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window_resize: ResizeEvent,
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window_open: struct {
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window_id: mach.ObjectID,
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},
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focus_gained: struct {
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window_id: mach.ObjectID,
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},
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