mach: rename mach.Engine -> mach.Core
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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6 changed files with 83 additions and 83 deletions
100
src/Engine.zig
100
src/Engine.zig
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const std = @import("std");
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const Allocator = std.mem.Allocator;
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const builtin = @import("builtin");
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const glfw = @import("glfw");
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const gpu = @import("gpu");
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const platform = @import("platform.zig");
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const structs = @import("structs.zig");
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const enums = @import("enums.zig");
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const Timer = @import("Timer.zig");
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const Engine = @This();
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allocator: Allocator,
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options: structs.Options,
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/// The amount of time (in seconds) that has passed since the last frame was rendered.
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///
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/// For example, if you are animating a cube which should rotate 360 degrees every second,
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/// instead of writing (360.0 / 60.0) and assuming the frame rate is 60hz, write
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/// (360.0 * engine.delta_time)
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delta_time: f32 = 0,
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delta_time_ns: u64 = 0,
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timer: Timer,
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device: gpu.Device,
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backend_type: gpu.Adapter.BackendType,
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swap_chain: ?gpu.SwapChain,
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swap_chain_format: gpu.Texture.Format,
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surface: ?gpu.Surface,
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current_desc: gpu.SwapChain.Descriptor,
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target_desc: gpu.SwapChain.Descriptor,
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internal: platform.Type,
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pub fn init(allocator: std.mem.Allocator) !Engine {
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var engine: Engine = undefined;
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engine.allocator = allocator;
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engine.options = structs.Options{};
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engine.timer = try Timer.start();
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engine.internal = try platform.Type.init(allocator, &engine);
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return engine;
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}
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/// Set runtime options for application, like title, window size etc.
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///
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/// See mach.Options for details
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pub fn setOptions(engine: *Engine, options: structs.Options) !void {
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try engine.internal.setOptions(options);
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engine.options = options;
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}
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// Signals mach to stop the update loop.
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pub fn setShouldClose(engine: *Engine, value: bool) void {
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engine.internal.setShouldClose(value);
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}
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// Sets seconds to wait for an event with timeout before calling update()
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// again.
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//
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// timeout is in seconds (<= 0.0 disables waiting)
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// - pass std.math.inf(f64) to wait with no timeout
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//
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// update() can be called earlier than timeout if an event happens (key press,
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// mouse motion, etc.)
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//
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// update() can be called a bit later than timeout due to timer precision and
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// process scheduling.
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pub fn setWaitEvent(engine: *Engine, timeout: f64) void {
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engine.internal.setWaitEvent(timeout);
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}
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// Returns the framebuffer size, in subpixel units.
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//
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// e.g. returns 1280x960 on macOS for a window that is 640x480
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pub fn getFramebufferSize(engine: *Engine) structs.Size {
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return engine.internal.getFramebufferSize();
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}
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// Returns the widow size, in pixel units.
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//
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// e.g. returns 1280x960 on macOS for a window that is 640x480
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pub fn getWindowSize(engine: *Engine) structs.Size {
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return engine.internal.getWindowSize();
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}
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pub fn setMouseCursor(engine: *Engine, cursor: enums.MouseCursor) !void {
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try engine.internal.setMouseCursor(cursor);
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}
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pub fn hasEvent(engine: *Engine) bool {
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return engine.internal.hasEvent();
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}
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pub fn pollEvent(engine: *Engine) ?structs.Event {
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return engine.internal.pollEvent();
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}
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