module: basic event handler parameter validation
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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92a9836c61
commit
b4a479fb3f
5 changed files with 28 additions and 23 deletions
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@ -68,11 +68,11 @@ fn init(
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
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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.default),
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.texture = try loadTexture(engine),
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} });
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sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.default) });
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}});
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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game.state = .{
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.timer = try mach.Timer.start(),
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@ -176,14 +176,14 @@ fn tick(
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try sprite_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
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sprite_mod.send(.updated, .{ @intFromEnum(Pipeline.default) });
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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sprite_mod.send(.pre_render, .{ @intFromEnum(Pipeline.default) });
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sprite_mod.send(.pre_render, .{@intFromEnum(Pipeline.default)});
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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.default) });
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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.default)});
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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