module: basic event handler parameter validation
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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92a9836c61
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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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// Tell sprite_mod to use the texture
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const texture = text_mod.state.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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.pipeline = @intFromEnum(Pipeline.text),
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.texture = texture,
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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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// 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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// 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, .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, .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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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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game.state = .{
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.timer = try mach.Timer.start(),
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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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);
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try sprite_mod.set(game.state.player, .transform, player_transform);
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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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// 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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// 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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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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sprite_mod.send(.render, .{@intFromEnum(Pipeline.text)});
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engine.send(.end_pass, .{});
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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engine.send(.present, .{}); // Present the frame
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@ -70,7 +70,7 @@ fn init(
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s.ft = try ft.Library.init();
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s.ft = try ft.Library.init();
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s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
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s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
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text_mod.send(.prepare, .{ &[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' } });
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text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
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}
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}
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fn prepare(
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fn prepare(
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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, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
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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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.pipeline = @intFromEnum(Pipeline.default),
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.texture = try loadTexture(engine),
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.texture = try loadTexture(engine),
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} });
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}});
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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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game.state = .{
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game.state = .{
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.timer = try mach.Timer.start(),
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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[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * 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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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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// 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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// 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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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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sprite_mod.send(.render, .{@intFromEnum(Pipeline.default)});
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engine.send(.end_pass, .{});
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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engine.send(.present, .{}); // Present the frame
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@ -108,9 +108,9 @@ fn init(
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try text_mod.set(player, .text, text1);
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try text_mod.set(player, .text, text1);
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try text_mod.set(player, .style, styles);
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try text_mod.set(player, .style, styles);
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text_mod.send(.init_pipeline, .{ Text.PipelineOptions{
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text_mod.send(.init_pipeline, .{Text.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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.pipeline = @intFromEnum(Pipeline.default),
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} });
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}});
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engine.dispatchNoError(); // TODO: no dispatch in user code
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engine.dispatchNoError(); // TODO: no dispatch in user code
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game.state = .{
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game.state = .{
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@ -226,14 +226,14 @@ fn tick(
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player_pos.v[0] += direction.x() * speed * delta_time;
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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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player_pos.v[1] += direction.y() * speed * delta_time;
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try text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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try text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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text_mod.send(.updated, .{ @intFromEnum(Pipeline.default) });
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text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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// Perform pre-render work
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text_mod.send(.pre_render, .{ @intFromEnum(Pipeline.default) });
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text_mod.send(.pre_render, .{@intFromEnum(Pipeline.default)});
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// Render a frame
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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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engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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text_mod.send(.render, .{ @intFromEnum(Pipeline.default) });
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text_mod.send(.render, .{@intFromEnum(Pipeline.default)});
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engine.send(.end_pass, .{});
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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engine.send(.present, .{}); // Present the frame
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@ -36,7 +36,6 @@ pub fn Modules(comptime modules2: anytype) type {
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pub const modules = modules2;
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pub const modules = modules2;
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// TODO: add runtime module support
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// TODO: add runtime module support
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pub const ModuleID = u32;
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pub const ModuleID = u32;
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pub const EventID = u32;
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pub const EventID = u32;
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@ -706,6 +705,12 @@ fn validateEvents(comptime error_prefix: anytype, comptime events: anytype) void
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error_prefix ++ ".{s} field .handler expected `.handler = fn` or `.handler = @TypeOf(fn)`, found found: {s}",
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error_prefix ++ ".{s} field .handler expected `.handler = fn` or `.handler = @TypeOf(fn)`, found found: {s}",
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.{ field.name, @typeName(@TypeOf(event.handler)) },
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.{ field.name, @typeName(@TypeOf(event.handler)) },
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));
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));
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switch (@typeInfo(@TypeOf(event.handler))) {
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.Fn => _ = UninjectedArgsTuple(@TypeOf(event.handler)),
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.Type => _ = UninjectedArgsTuple(event.handler),
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else => unreachable,
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}
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}
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}
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}
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}
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@ -1339,7 +1344,7 @@ test "dispatch" {
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// Global events which are not handled by anyone yet can be written as `pub const fooBar = fn() void;`
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// Global events which are not handled by anyone yet can be written as `pub const fooBar = fn() void;`
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// within a module, which allows pre-declaring that `fooBar` is a valid global event, and enables
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// within a module, which allows pre-declaring that `fooBar` is a valid global event, and enables
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// its arguments to be inferred still like this:
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// its arguments to be inferred still like this:
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modules.sendGlobal(.engine_renderer, .frame_done, .{ 1337 });
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modules.sendGlobal(.engine_renderer, .frame_done, .{1337});
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// Local events
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// Local events
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modules.sendToModule(.engine_renderer, .update, .{});
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modules.sendToModule(.engine_renderer, .update, .{});
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