examples: glyphs: improve code structure / naming / init logic
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
8e3f9e21e1
commit
b90b70084e
3 changed files with 34 additions and 41 deletions
|
|
@ -12,7 +12,7 @@ const Vec3 = math.Vec3;
|
||||||
const Mat3x3 = math.Mat3x3;
|
const Mat3x3 = math.Mat3x3;
|
||||||
const Mat4x4 = math.Mat4x4;
|
const Mat4x4 = math.Mat4x4;
|
||||||
|
|
||||||
const Text = @import("Text.zig");
|
const Glyphs = @import("Glyphs.zig");
|
||||||
|
|
||||||
timer: mach.Timer,
|
timer: mach.Timer,
|
||||||
player: mach.EntityID,
|
player: mach.EntityID,
|
||||||
|
|
@ -47,20 +47,32 @@ pub const global_events = .{
|
||||||
};
|
};
|
||||||
|
|
||||||
pub const local_events = .{
|
pub const local_events = .{
|
||||||
.after_sprite_init = .{ .handler = afterSpriteInit },
|
.after_init = .{ .handler = afterInit },
|
||||||
};
|
};
|
||||||
|
|
||||||
fn init(
|
fn init(
|
||||||
|
glyphs: *Glyphs.Mod,
|
||||||
|
game: *Mod,
|
||||||
|
) !void {
|
||||||
|
// Prepare which glyphs we will render
|
||||||
|
glyphs.send(.init, .{});
|
||||||
|
glyphs.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
|
||||||
|
|
||||||
|
// Run our init code after glyphs module is initialized.
|
||||||
|
game.send(.after_init, .{});
|
||||||
|
}
|
||||||
|
|
||||||
|
fn afterInit(
|
||||||
sprite_mod: *gfx.Sprite.Mod,
|
sprite_mod: *gfx.Sprite.Mod,
|
||||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||||
text_mod: *Text.Mod,
|
glyphs: *Glyphs.Mod,
|
||||||
game: *Mod,
|
game: *Mod,
|
||||||
) !void {
|
) !void {
|
||||||
// The Mach .core is where we set window options, etc.
|
// The Mach .core is where we set window options, etc.
|
||||||
core.setTitle("gfx.Sprite example");
|
core.setTitle("gfx.Sprite example");
|
||||||
|
|
||||||
// Create a sprite rendering pipeline
|
// Create a sprite rendering pipeline
|
||||||
const texture = text_mod.state().texture;
|
const texture = glyphs.state().texture;
|
||||||
const pipeline = try sprite_pipeline.newEntity();
|
const pipeline = try sprite_pipeline.newEntity();
|
||||||
try sprite_pipeline.set(pipeline, .texture, texture);
|
try sprite_pipeline.set(pipeline, .texture, texture);
|
||||||
sprite_pipeline.send(.update, .{});
|
sprite_pipeline.send(.update, .{});
|
||||||
|
|
@ -69,9 +81,13 @@ fn init(
|
||||||
// namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different
|
// namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different
|
||||||
// type than the `.physics2d` module's `.location` component if you desire.
|
// type than the `.physics2d` module's `.location` component if you desire.
|
||||||
|
|
||||||
|
const r = glyphs.state().regions.get('?').?;
|
||||||
const player = try sprite_mod.newEntity();
|
const player = try sprite_mod.newEntity();
|
||||||
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
|
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
|
||||||
try sprite_mod.set(player, .pipeline, pipeline);
|
try sprite_mod.set(player, .pipeline, pipeline);
|
||||||
|
try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
|
||||||
|
try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
|
||||||
|
sprite_mod.send(.update, .{});
|
||||||
|
|
||||||
game.init(.{
|
game.init(.{
|
||||||
.timer = try mach.Timer.start(),
|
.timer = try mach.Timer.start(),
|
||||||
|
|
@ -84,31 +100,13 @@ fn init(
|
||||||
.time = 0,
|
.time = 0,
|
||||||
.pipeline = pipeline,
|
.pipeline = pipeline,
|
||||||
});
|
});
|
||||||
|
|
||||||
// TODO(important): text module should not use global init, so that game can instruct it more clearly and then
|
|
||||||
// this after_init would be more clear. Also after_sprite_init should be renamed to after_text_init and the comment
|
|
||||||
// below is wrong:
|
|
||||||
//
|
|
||||||
// Run the rest of our init code after sprite_mod's .init_pipeline
|
|
||||||
game.send(.after_sprite_init, .{});
|
|
||||||
}
|
|
||||||
|
|
||||||
fn afterSpriteInit(
|
|
||||||
sprite_mod: *gfx.Sprite.Mod,
|
|
||||||
text_mod: *Text.Mod,
|
|
||||||
game: *Mod,
|
|
||||||
) !void {
|
|
||||||
const r = text_mod.state().regions.get('?').?;
|
|
||||||
try sprite_mod.set(game.state().player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
|
|
||||||
try sprite_mod.set(game.state().player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
|
|
||||||
sprite_mod.send(.update, .{});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fn tick(
|
fn tick(
|
||||||
engine: *mach.Engine.Mod,
|
engine: *mach.Engine.Mod,
|
||||||
sprite_mod: *gfx.Sprite.Mod,
|
sprite_mod: *gfx.Sprite.Mod,
|
||||||
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
sprite_pipeline: *gfx.SpritePipeline.Mod,
|
||||||
text_mod: *Text.Mod,
|
glyphs: *Glyphs.Mod,
|
||||||
game: *Mod,
|
game: *Mod,
|
||||||
) !void {
|
) !void {
|
||||||
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
|
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
|
||||||
|
|
@ -154,8 +152,8 @@ fn tick(
|
||||||
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
|
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
|
||||||
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
|
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
|
||||||
|
|
||||||
const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, text_mod.state().regions.count() - 1);
|
const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
|
||||||
const r = text_mod.state().regions.entries.get(rand_index).value;
|
const r = glyphs.state().regions.entries.get(rand_index).value;
|
||||||
|
|
||||||
const new_entity = try engine.newEntity();
|
const new_entity = try engine.newEntity();
|
||||||
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
|
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
|
||||||
|
|
|
||||||
|
|
@ -5,15 +5,15 @@ const ft = @import("freetype");
|
||||||
const std = @import("std");
|
const std = @import("std");
|
||||||
const assets = @import("assets");
|
const assets = @import("assets");
|
||||||
|
|
||||||
pub const name = .game_text;
|
pub const name = .glyphs;
|
||||||
pub const Mod = mach.Mod(@This());
|
pub const Mod = mach.Mod(@This());
|
||||||
|
|
||||||
pub const global_events = .{
|
pub const global_events = .{
|
||||||
.deinit = .{ .handler = deinit },
|
.deinit = .{ .handler = deinit },
|
||||||
.init = .{ .handler = init },
|
|
||||||
};
|
};
|
||||||
|
|
||||||
pub const local_events = .{
|
pub const local_events = .{
|
||||||
|
.init = .{ .handler = init },
|
||||||
.prepare = .{ .handler = prepare },
|
.prepare = .{ .handler = prepare },
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -28,9 +28,9 @@ face: ft.Face,
|
||||||
regions: RegionMap = .{},
|
regions: RegionMap = .{},
|
||||||
allocator: std.mem.Allocator,
|
allocator: std.mem.Allocator,
|
||||||
|
|
||||||
fn deinit(text_mod: *Mod) !void {
|
fn deinit(glyphs: *Mod) !void {
|
||||||
const state = text_mod.state();
|
const state = glyphs.state();
|
||||||
state.texture_atlas.deinit(text_mod.state().allocator);
|
state.texture_atlas.deinit(glyphs.state().allocator);
|
||||||
state.texture.release();
|
state.texture.release();
|
||||||
state.face.deinit();
|
state.face.deinit();
|
||||||
state.ft.deinit();
|
state.ft.deinit();
|
||||||
|
|
@ -39,7 +39,7 @@ fn deinit(text_mod: *Mod) !void {
|
||||||
|
|
||||||
fn init(
|
fn init(
|
||||||
engine: *mach.Engine.Mod,
|
engine: *mach.Engine.Mod,
|
||||||
text_mod: *Mod,
|
glyphs: *Mod,
|
||||||
) !void {
|
) !void {
|
||||||
const device = engine.state().device;
|
const device = engine.state().device;
|
||||||
const allocator = gpa.allocator();
|
const allocator = gpa.allocator();
|
||||||
|
|
@ -67,25 +67,23 @@ fn init(
|
||||||
const ft_lib = try ft.Library.init();
|
const ft_lib = try ft.Library.init();
|
||||||
const face = try ft_lib.createFaceMemory(assets.roboto_medium_ttf, 0);
|
const face = try ft_lib.createFaceMemory(assets.roboto_medium_ttf, 0);
|
||||||
|
|
||||||
text_mod.init(.{
|
glyphs.init(.{
|
||||||
.texture_atlas = texture_atlas,
|
.texture_atlas = texture_atlas,
|
||||||
.texture = texture,
|
.texture = texture,
|
||||||
.ft = ft_lib,
|
.ft = ft_lib,
|
||||||
.face = face,
|
.face = face,
|
||||||
.allocator = allocator,
|
.allocator = allocator,
|
||||||
});
|
});
|
||||||
|
|
||||||
text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fn prepare(
|
fn prepare(
|
||||||
engine: *mach.Engine.Mod,
|
engine: *mach.Engine.Mod,
|
||||||
text_mod: *Mod,
|
glyphs: *Mod,
|
||||||
codepoints: []const u21,
|
codepoints: []const u21,
|
||||||
) !void {
|
) !void {
|
||||||
const device = engine.state().device;
|
const device = engine.state().device;
|
||||||
const queue = device.getQueue();
|
const queue = device.getQueue();
|
||||||
var s = text_mod.state();
|
var s = glyphs.state();
|
||||||
|
|
||||||
for (codepoints) |codepoint| {
|
for (codepoints) |codepoint| {
|
||||||
const font_size = 48 * 1;
|
const font_size = 48 * 1;
|
||||||
|
|
@ -3,17 +3,14 @@
|
||||||
// Experimental ECS app example. Not yet ready for actual use.
|
// Experimental ECS app example. Not yet ready for actual use.
|
||||||
const mach = @import("mach");
|
const mach = @import("mach");
|
||||||
|
|
||||||
const Game = @import("Game.zig");
|
|
||||||
const Text = @import("Text.zig");
|
|
||||||
|
|
||||||
// The list of modules to be used in our application. Our game itself is implemented in our own
|
// The list of modules to be used in our application. Our game itself is implemented in our own
|
||||||
// module called Game.
|
// module called Game.
|
||||||
pub const modules = .{
|
pub const modules = .{
|
||||||
mach.Engine,
|
mach.Engine,
|
||||||
mach.gfx.Sprite,
|
mach.gfx.Sprite,
|
||||||
mach.gfx.SpritePipeline,
|
mach.gfx.SpritePipeline,
|
||||||
Text,
|
@import("Glyphs.zig"),
|
||||||
Game,
|
@import("Game.zig"),
|
||||||
};
|
};
|
||||||
|
|
||||||
pub const App = mach.App;
|
pub const App = mach.App;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue