all: improve module event names, gfx.Sprite/gfx.Text init
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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parent
15d9efcf26
commit
f3f4524f1b
6 changed files with 20 additions and 26 deletions
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@ -68,8 +68,7 @@ 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, .pipeline, @intFromEnum(Pipeline.default));
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sprite_mod.send(.init, .{});
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sprite_mod.send(.initPipeline, .{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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.texture = try loadTexture(engine),
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}});
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@ -180,12 +179,12 @@ fn tick(
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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sprite_mod.send(.preRender, .{@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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engine.send(.beginPass, .{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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engine.send(.endPass, .{});
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engine.send(.end_pass, .{});
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engine.send(.present, .{}); // Present the frame
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// Every second, update the window title with the FPS
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