module: change state to avoid undefined, remove global allocator
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
5dbf9ece3b
commit
cf883f5544
11 changed files with 271 additions and 222 deletions
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@ -83,17 +83,11 @@ test "example" {
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try world.init(allocator);
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defer world.deinit(allocator);
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// TODO: better module initialization location
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world.mod.physics.entities = &world.entities;
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world.mod.physics.allocator = world.entities.allocator;
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world.mod.renderer.entities = &world.entities;
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world.mod.renderer.allocator = world.entities.allocator;
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// Initialize module state.
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var physics = &world.mod.physics;
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var renderer = &world.mod.renderer;
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physics.state = .{ .pointer = 123 };
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_ = physics.state.pointer; // == 123
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physics.init(.{ .pointer = 123 });
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_ = physics.state().pointer; // == 123
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const player1 = try physics.newEntity();
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const player2 = try physics.newEntity();
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@ -39,20 +39,23 @@ pub const Engine = struct {
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fn init(engine: *Mod) !void {
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core.allocator = allocator;
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try core.init(.{});
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const state = &engine.state;
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state.device = core.device;
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state.queue = core.device.getQueue();
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state.should_exit = false;
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state.encoder = state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
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.label = "engine.state.encoder",
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engine.init(.{
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.device = core.device,
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.queue = core.device.getQueue(),
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.should_exit = false,
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.pass = undefined,
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.encoder = core.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
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.label = "engine.state.encoder",
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}),
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});
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engine.sendGlobal(.init, .{});
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}
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fn deinit(engine: *Mod) void {
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const state = engine.state();
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// TODO: this triggers a device loss error, which we should handle correctly
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// engine.state.device.release();
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engine.state.queue.release();
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// state.device.release();
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state.queue.release();
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engine.sendGlobal(.deinit, .{});
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core.deinit();
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}
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@ -60,7 +63,8 @@ pub const Engine = struct {
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// Engine module's exit handler
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fn exit(engine: *Mod) void {
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engine.sendGlobal(.exit, .{});
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engine.state.should_exit = true;
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const state = engine.state();
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state.should_exit = true;
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}
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fn beginPass(engine: *Mod, clear_color: gpu.Color) void {
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@ -78,21 +82,23 @@ pub const Engine = struct {
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.color_attachments = &.{color_attachment},
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});
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engine.state.pass = engine.state.encoder.beginRenderPass(&pass_info);
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const state = engine.state();
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state.pass = state.encoder.beginRenderPass(&pass_info);
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}
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fn endPass(engine: *Mod) void {
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const state = engine.state();
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// End this pass
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engine.state.pass.end();
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engine.state.pass.release();
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state.pass.end();
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state.pass.release();
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var command = engine.state.encoder.finish(null);
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var command = state.encoder.finish(null);
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defer command.release();
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engine.state.encoder.release();
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engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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state.encoder.release();
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state.queue.submit(&[_]*gpu.CommandBuffer{command});
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// Prepare for next pass
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engine.state.encoder = engine.state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
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state.encoder = state.device.createCommandEncoder(&gpu.CommandEncoder.Descriptor{
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.label = "engine.state.encoder",
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});
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}
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@ -125,6 +131,6 @@ pub const App = struct {
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app.modules.mod.engine.sendGlobal(.tick, .{});
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try app.modules.dispatch(); // dispatch .tick
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try app.modules.dispatch(); // dispatch any events produced by .tick
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return app.modules.mod.engine.state.should_exit;
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return app.modules.mod.engine.state().should_exit;
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}
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};
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@ -12,8 +12,11 @@ const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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/// Internal state
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pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline),
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pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline) = .{},
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allocator: std.mem.Allocator,
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pub const name = .mach_gfx_sprite;
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pub const Mod = mach.Mod(@This());
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@ -137,18 +140,15 @@ pub const PipelineOptions = struct {
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pipeline_layout: ?*gpu.PipelineLayout = null,
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};
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fn deinit(sprite_mod: *Mod) !void {
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for (sprite_mod.state.pipelines.entries.items(.value)) |*pipeline| pipeline.deinit();
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sprite_mod.state.pipelines.deinit(sprite_mod.allocator);
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fn init(sprite_mod: *Mod) void {
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sprite_mod.init(.{
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.allocator = gpa.allocator(),
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});
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}
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fn init(
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sprite_mod: *Mod,
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) !void {
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sprite_mod.state = .{
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// TODO: struct default value initializers don't work
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.pipelines = .{},
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};
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fn deinit(sprite_mod: *Mod) !void {
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for (sprite_mod.state().pipelines.entries.items(.value)) |*pipeline| pipeline.deinit();
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sprite_mod.state().pipelines.deinit(sprite_mod.state().allocator);
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}
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fn initPipeline(
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@ -156,9 +156,9 @@ fn initPipeline(
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sprite_mod: *Mod,
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opt: PipelineOptions,
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) !void {
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const device = engine.state.device;
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const device = engine.state().device;
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const pipeline = try sprite_mod.state.pipelines.getOrPut(engine.allocator, opt.pipeline);
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const pipeline = try sprite_mod.state().pipelines.getOrPut(sprite_mod.state().allocator, opt.pipeline);
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if (pipeline.found_existing) {
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pipeline.value_ptr.*.deinit();
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}
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@ -296,8 +296,8 @@ fn updated(
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sprite_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = sprite_mod.state.pipelines.getPtr(pipeline_id).?;
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const device = engine.state.device;
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const pipeline = sprite_mod.state().pipelines.getPtr(pipeline_id).?;
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const device = engine.state().device;
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// TODO: make sure these entities only belong to the given pipeline
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// we need a better tagging mechanism
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@ -337,7 +337,7 @@ fn updated(
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var command = encoder.finish(null);
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defer command.release();
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engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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engine.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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}
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fn preRender(
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@ -345,7 +345,7 @@ fn preRender(
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sprite_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
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const pipeline = sprite_mod.state().pipelines.get(pipeline_id).?;
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// Update uniform buffer
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const proj = Mat4x4.projection2D(.{
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@ -365,7 +365,7 @@ fn preRender(
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),
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};
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engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
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engine.state().encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
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}
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fn render(
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@ -373,10 +373,10 @@ fn render(
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sprite_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
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const pipeline = sprite_mod.state().pipelines.get(pipeline_id).?;
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// Draw the sprite batch
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const pass = engine.state.pass;
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const pass = engine.state().pass;
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const total_vertices = pipeline.num_sprites * 6;
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pass.setPipeline(pipeline.render);
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// TODO: remove dynamic offsets?
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@ -15,8 +15,11 @@ const vec4 = math.vec4;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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/// Internal state
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pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline),
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pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline) = .{},
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allocator: std.mem.Allocator,
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pub const name = .mach_gfx_text;
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pub const Mod = mach.Mod(@This());
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@ -198,17 +201,14 @@ pub const PipelineOptions = struct {
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};
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fn deinit(text_mod: *Mod) !void {
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for (text_mod.state.pipelines.entries.items(.value)) |*pipeline| pipeline.deinit(text_mod.allocator);
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text_mod.state.pipelines.deinit(text_mod.allocator);
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for (text_mod.state().pipelines.entries.items(.value)) |*pipeline| pipeline.deinit(text_mod.state().allocator);
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text_mod.state().pipelines.deinit(text_mod.state().allocator);
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}
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fn init(
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text_mod: *Mod,
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) !void {
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text_mod.state = .{
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// TODO: struct default value initializers don't work
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.pipelines = .{},
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};
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fn init(text_mod: *Mod) void {
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text_mod.init(.{
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.allocator = gpa.allocator(),
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});
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}
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fn initPipeline(
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@ -216,11 +216,11 @@ fn initPipeline(
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text_mod: *Mod,
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opt: PipelineOptions,
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) !void {
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const device = engine.state.device;
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const device = engine.state().device;
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const pipeline = try text_mod.state.pipelines.getOrPut(engine.allocator, opt.pipeline);
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const pipeline = try text_mod.state().pipelines.getOrPut(text_mod.state().allocator, opt.pipeline);
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if (pipeline.found_existing) {
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pipeline.value_ptr.*.deinit(engine.allocator);
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pipeline.value_ptr.*.deinit(text_mod.state().allocator);
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}
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// Prepare texture for the font atlas.
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@ -235,7 +235,7 @@ fn initPipeline(
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},
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});
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const texture_atlas = try gfx.Atlas.init(
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engine.allocator,
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text_mod.state().allocator,
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img_size.width,
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.rgba,
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);
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@ -376,8 +376,8 @@ fn updated(
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text_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = text_mod.state.pipelines.getPtr(pipeline_id).?;
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const device = engine.state.device;
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const pipeline = text_mod.state().pipelines.getPtr(pipeline_id).?;
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const device = engine.state().device;
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// TODO: make sure these entities only belong to the given pipeline
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// we need a better tagging mechanism
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@ -425,7 +425,7 @@ fn updated(
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_ = font_name; // TODO: actually use font name
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const font_bytes = @import("font-assets").fira_sans_regular_ttf;
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var font = try gfx.Font.initBytes(font_bytes);
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defer font.deinit(engine.allocator);
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defer font.deinit(text_mod.state().allocator);
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const font_size = engine.entities.getComponent(style, .mach_gfx_text, .font_size).?;
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const font_weight = engine.entities.getComponent(style, .mach_gfx_text, .font_weight);
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@ -450,16 +450,16 @@ fn updated(
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const codepoint = segment[glyph.cluster];
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// TODO: use flags(?) to detect newline, or at least something more reliable?
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if (codepoint != '\n') {
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const region = try pipeline.regions.getOrPut(engine.allocator, .{
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const region = try pipeline.regions.getOrPut(text_mod.state().allocator, .{
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.index = glyph.glyph_index,
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.size = @bitCast(font_size),
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});
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if (!region.found_existing) {
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const rendered_glyph = try font.render(engine.allocator, glyph.glyph_index, .{
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const rendered_glyph = try font.render(text_mod.state().allocator, glyph.glyph_index, .{
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.font_size_px = run.font_size_px,
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});
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if (rendered_glyph.bitmap) |bitmap| {
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var glyph_atlas_region = try pipeline.texture_atlas.reserve(engine.allocator, rendered_glyph.width, rendered_glyph.height);
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var glyph_atlas_region = try pipeline.texture_atlas.reserve(text_mod.state().allocator, rendered_glyph.width, rendered_glyph.height);
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pipeline.texture_atlas.set(glyph_atlas_region, @as([*]const u8, @ptrCast(bitmap.ptr))[0 .. bitmap.len * 4]);
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texture_update = true;
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@ -484,7 +484,7 @@ fn updated(
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const r = region.value_ptr.*;
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const size = vec2(@floatFromInt(r.width), @floatFromInt(r.height));
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try glyphs.append(engine.allocator, .{
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try glyphs.append(text_mod.state().allocator, .{
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.pos = vec2(
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origin_x + glyph.offset.x(),
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origin_y - (size.y() - glyph.offset.y()),
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@ -509,7 +509,7 @@ fn updated(
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// TODO: could writeBuffer check for zero?
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if (glyphs.items.len > 0) encoder.writeBuffer(pipeline.glyphs, 0, glyphs.items);
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defer glyphs.deinit(engine.allocator);
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defer glyphs.deinit(text_mod.state().allocator);
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if (texture_update) {
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// rgba32_pixels
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// TODO: use proper texture dimensions here
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@ -518,7 +518,7 @@ fn updated(
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.bytes_per_row = @as(u32, @intCast(img_size.width * 4)),
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.rows_per_image = @as(u32, @intCast(img_size.height)),
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};
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engine.state.queue.writeTexture(
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engine.state().queue.writeTexture(
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&.{ .texture = pipeline.texture },
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&data_layout,
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&img_size,
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@ -529,7 +529,7 @@ fn updated(
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var command = encoder.finish(null);
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defer command.release();
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engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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engine.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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}
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fn preRender(
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@ -537,7 +537,7 @@ fn preRender(
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text_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = text_mod.state.pipelines.get(pipeline_id).?;
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const pipeline = text_mod.state().pipelines.get(pipeline_id).?;
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// Update uniform buffer
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const proj = Mat4x4.projection2D(.{
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@ -557,7 +557,7 @@ fn preRender(
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),
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};
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engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
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engine.state().encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
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}
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fn render(
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@ -565,10 +565,10 @@ fn render(
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text_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = text_mod.state.pipelines.get(pipeline_id).?;
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const pipeline = text_mod.state().pipelines.get(pipeline_id).?;
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// Draw the text batch
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const pass = engine.state.pass;
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const pass = engine.state().pass;
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const total_vertices = pipeline.num_glyphs * 6;
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pass.setPipeline(pipeline.render);
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// TODO: remove dynamic offsets?
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@ -4,6 +4,7 @@ const testing = @import("testing.zig");
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const Entities = @import("ecs/entities.zig").Entities;
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const EntityID = @import("ecs/entities.zig").EntityID;
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const is_debug = @import("ecs/comptime.zig").is_debug;
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// TODO: make sendToModule the default name for sending events? and sendGlobal always secondary? Or vice-versa?
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@ -71,6 +72,16 @@ pub fn Modules(comptime modules: anytype) type {
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errdefer m.args_queue.deinit(allocator);
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errdefer m.events.deinit();
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try m.events.ensureTotalCapacity(1024);
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// Default initialize m.mod
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inline for (@typeInfo(@TypeOf(m.mod)).Struct.fields) |field| {
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const Mod2 = @TypeOf(@field(m.mod, field.name));
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@field(m.mod, field.name) = Mod2{
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.__is_initialized = false,
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.__state = undefined,
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.entities = &m.entities,
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};
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}
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}
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pub fn deinit(m: *@This(), allocator: std.mem.Allocator) void {
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@ -99,6 +110,7 @@ pub fn Modules(comptime modules: anytype) type {
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}
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}
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// TODO: docs
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fn moduleToGlobalEvent(
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comptime M: type,
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comptime EventEnumM: anytype,
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@ -106,9 +118,7 @@ pub fn Modules(comptime modules: anytype) type {
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comptime event_name: EventEnumM(M),
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) EventEnum(modules) {
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for (@typeInfo(EventEnum(modules)).Enum.fields) |gfield| {
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if (std.mem.eql(u8, @tagName(event_name), gfield.name)) {
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return @enumFromInt(gfield.value);
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}
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if (std.mem.eql(u8, @tagName(event_name), gfield.name)) return @enumFromInt(gfield.value);
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}
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unreachable;
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}
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@ -118,12 +128,14 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
m: *@This(),
|
||||
// TODO: is a variant of this function where event_name is not comptime known, but asserted to be a valid enum, useful?
|
||||
comptime module_name: ModuleName(modules),
|
||||
comptime event_name: GlobalEventEnumM(@TypeOf(@field(m.mod, @tagName(module_name)).state)),
|
||||
args: GlobalArgsM(@TypeOf(@field(m.mod, @tagName(module_name)).state), event_name),
|
||||
// TODO: cleanup comptime
|
||||
comptime event_name: GlobalEventEnumM(@TypeOf(@field(m.mod, @tagName(module_name)).__state)),
|
||||
args: GlobalArgsM(@TypeOf(@field(m.mod, @tagName(module_name)).__state), event_name),
|
||||
) void {
|
||||
// TODO: comptime safety/debugging
|
||||
const event_name_g: GlobalEvent = comptime moduleToGlobalEvent(
|
||||
@TypeOf(@field(m.mod, @tagName(module_name)).state),
|
||||
// TODO: cleanup comptime
|
||||
@TypeOf(@field(m.mod, @tagName(module_name)).__state),
|
||||
GlobalEventEnumM,
|
||||
GlobalEventEnum,
|
||||
event_name,
|
||||
|
|
@ -136,12 +148,14 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
m: *@This(),
|
||||
// TODO: is a variant of this function where module_name/event_name is not comptime known, but asserted to be a valid enum, useful?
|
||||
comptime module_name: ModuleName(modules),
|
||||
comptime event_name: LocalEventEnumM(@TypeOf(@field(m.mod, @tagName(module_name)).state)),
|
||||
args: LocalArgsM(@TypeOf(@field(m.mod, @tagName(module_name)).state), event_name),
|
||||
// TODO: cleanup comptime
|
||||
comptime event_name: LocalEventEnumM(@TypeOf(@field(m.mod, @tagName(module_name)).__state)),
|
||||
args: LocalArgsM(@TypeOf(@field(m.mod, @tagName(module_name)).__state), event_name),
|
||||
) void {
|
||||
// TODO: comptime safety/debugging
|
||||
const event_name_g: LocalEvent = comptime moduleToGlobalEvent(
|
||||
@TypeOf(@field(m.mod, @tagName(module_name)).state),
|
||||
// TODO: cleanup comptime
|
||||
@TypeOf(@field(m.mod, @tagName(module_name)).__state),
|
||||
LocalEventEnumM,
|
||||
LocalEventEnum,
|
||||
event_name,
|
||||
|
|
@ -197,10 +211,6 @@ pub fn Modules(comptime modules: anytype) type {
|
|||
inline for (@typeInfo(ModsByName(modules)).Struct.fields) |injectable_field| {
|
||||
if (*injectable_field.type == field.type) {
|
||||
@field(injectable, field.name) = &@field(m.mod, injectable_field.name);
|
||||
|
||||
// TODO: better module initialization location
|
||||
@field(injectable, field.name).entities = &m.entities;
|
||||
@field(injectable, field.name).allocator = m.entities.allocator;
|
||||
continue :outer;
|
||||
}
|
||||
}
|
||||
|
|
@ -344,26 +354,52 @@ pub fn ModsByName(comptime modules: anytype) type {
|
|||
// Mod() -> Modules()
|
||||
//
|
||||
pub fn ModSet(comptime modules: anytype) type {
|
||||
const NSComponents = ComponentTypesByName(modules);
|
||||
return struct {
|
||||
pub fn Mod(comptime M: anytype) type {
|
||||
const module_tag = M.name;
|
||||
const components = ComponentTypesM(M){};
|
||||
return struct {
|
||||
state: M,
|
||||
entities: *Entities(NSComponents{}),
|
||||
// TODO: eliminate this global allocator and/or rethink allocation strategies for modules
|
||||
allocator: std.mem.Allocator,
|
||||
entities: *Entities(ComponentTypesByName(modules){}),
|
||||
|
||||
/// Private/internal fields
|
||||
__is_initialized: bool,
|
||||
__state: M,
|
||||
|
||||
pub const IsInjectedArgument = void;
|
||||
|
||||
/// Initializes the module's state
|
||||
pub inline fn init(m: *@This(), s: M) void {
|
||||
m.__state = s;
|
||||
m.__is_initialized = true;
|
||||
}
|
||||
|
||||
/// Returns a mutable pointer to the module's state (literally the struct type of the module.)
|
||||
///
|
||||
/// A panic will occur if m.init(M{}) was not called previously.
|
||||
pub inline fn state(m: *@This()) *M {
|
||||
if (is_debug) if (!m.__is_initialized) @panic("mach: module ." ++ @tagName(M.name) ++ " state is not initialized, ensure foo_mod.init(.{}) is called!");
|
||||
return &m.__state;
|
||||
}
|
||||
|
||||
/// Returns a read-only version of the module's state. If an event handler is
|
||||
/// read-only (i.e. only ever reads state/components/entities), then its events can
|
||||
/// be skipped during e.g. record-and-replay of events from disk.
|
||||
///
|
||||
/// Only use this if the module state being serialized and deserialized after the
|
||||
/// event handler runs would accurately reproduce the state of the event handler
|
||||
/// being run.
|
||||
pub inline fn stateReadOnly(m: *@This()) *const M {
|
||||
if (is_debug) if (!m.__is_initialized) @panic("mach: module ." ++ @tagName(M.name) ++ " state is not initialized, ensure mod.init(.{}) is called!");
|
||||
return &m.__state;
|
||||
}
|
||||
|
||||
/// Returns a new entity.
|
||||
pub fn newEntity(m: *@This()) !EntityID {
|
||||
pub inline fn newEntity(m: *@This()) !EntityID {
|
||||
return m.entities.new();
|
||||
}
|
||||
|
||||
/// Removes an entity.
|
||||
pub fn removeEntity(m: *@This(), entity: EntityID) !void {
|
||||
pub inline fn removeEntity(m: *@This(), entity: EntityID) !void {
|
||||
try m.entities.removeEntity(entity);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue