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