module: basic event handler parameter validation
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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5 changed files with 28 additions and 23 deletions
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@ -61,10 +61,10 @@ fn init(
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// Tell sprite_mod to use the texture
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const texture = text_mod.state.texture;
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sprite_mod.send(.init_pipeline, .{ Sprite.PipelineOptions{
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sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.text),
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.texture = texture,
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} });
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}});
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// We can create entities, and set components on them. Note that components live in a module
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// namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different
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@ -77,7 +77,7 @@ fn init(
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try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
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sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.text) });
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
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game.state = .{
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.timer = try mach.Timer.start(),
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@ -192,14 +192,14 @@ fn tick(
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);
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try sprite_mod.set(game.state.player, .transform, player_transform);
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sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.text) });
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
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// Perform pre-render work
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sprite_mod.send(.pre_render, .{ @intFromEnum(Pipeline.text) });
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sprite_mod.send(.pre_render, .{@intFromEnum(Pipeline.text)});
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// Render a frame
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engine.send(.begin_pass, .{ gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } });
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sprite_mod.send(.render, .{ @intFromEnum(Pipeline.text) });
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engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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sprite_mod.send(.render, .{@intFromEnum(Pipeline.text)});
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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