const std = @import("std"); const zigimg = @import("zigimg"); const assets = @import("assets"); const mach = @import("mach"); const core = mach.core; const gfx = mach.gfx; const gpu = mach.gpu; const ecs = mach.ecs; const Text = mach.gfx.Text; const math = mach.math; const vec2 = math.vec2; const vec3 = math.vec3; const vec4 = math.vec4; const Vec2 = math.Vec2; const Vec3 = math.Vec3; const Mat3x3 = math.Mat3x3; const Mat4x4 = math.Mat4x4; timer: mach.Timer, player: mach.ecs.EntityID, direction: Vec2 = vec2(0, 0), spawning: bool = false, spawn_timer: mach.Timer, fps_timer: mach.Timer, frame_count: usize, texts: usize, rand: std.rand.DefaultPrng, time: f32, style1: mach.ecs.EntityID, const d0 = 0.000001; // Each module must have a globally unique name declared, it is impossible to use two modules with // the same name in a program. To avoid name conflicts, we follow naming conventions: // // 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it // provides. // 2. Single-word names like `.game` are reserved for the application itself. // 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui` // instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally // unique. // pub const name = .game; pub const Mod = mach.Mod(@This()); pub const events = .{ .{ .global = .init, .handler = init }, .{ .global = .deinit, .handler = deinit }, .{ .global = .tick, .handler = tick }, }; pub const Pipeline = enum(u32) { default, }; const upscale = 1.0; const text1: []const []const u8 = &.{ "Text but with spaces 😊\nand\n", "italics\nand\n", "bold\nand\n", }; const text2: []const []const u8 = &.{"!$?😊"}; fn init( engine: *mach.Engine.Mod, text_mod: *Text.Mod, game: *Mod, ) !void { // The Mach .core is where we set window options, etc. core.setTitle("gfx.Text example"); // TODO: a better way to initialize entities with default values const style1 = try engine.newEntity(); try text_mod.set(style1, .font_name, "Roboto Medium"); // TODO try text_mod.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt try text_mod.set(style1, .font_weight, gfx.font_weight_normal); try text_mod.set(style1, .italic, false); try text_mod.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0)); const style2 = try engine.newEntity(); try text_mod.set(style2, .font_name, "Roboto Medium"); // TODO try text_mod.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt try text_mod.set(style2, .font_weight, gfx.font_weight_normal); try text_mod.set(style2, .italic, true); try text_mod.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0)); const style3 = try engine.newEntity(); try text_mod.set(style3, .font_name, "Roboto Medium"); // TODO try text_mod.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt try text_mod.set(style3, .font_weight, gfx.font_weight_bold); try text_mod.set(style3, .italic, false); try text_mod.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0)); // Create some text const player = try engine.newEntity(); try text_mod.set(player, .pipeline, @intFromEnum(Pipeline.default)); try text_mod.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0)))); // TODO: better storage mechanism for this // TODO: this is a leak const styles = try engine.allocator.alloc(mach.ecs.EntityID, 3); styles[0] = style1; styles[1] = style2; styles[2] = style3; try text_mod.set(player, .text, text1); try text_mod.set(player, .style, styles); text_mod.send(.init_pipeline, .{ .@"0" = Text.PipelineOptions{ .pipeline = @intFromEnum(Pipeline.default), } }); engine.dispatchNoError(); // TODO: no dispatch in user code game.state = .{ .timer = try mach.Timer.start(), .spawn_timer = try mach.Timer.start(), .player = player, .fps_timer = try mach.Timer.start(), .frame_count = 0, .texts = 0, .rand = std.rand.DefaultPrng.init(1337), .time = 0, .style1 = style1, }; } fn deinit(engine: *mach.Engine.Mod) !void { _ = engine; } fn tick( engine: *mach.Engine.Mod, text_mod: *Text.Mod, game: *Mod, ) !void { // TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events. var iter = core.pollEvents(); var direction = game.state.direction; var spawning = game.state.spawning; while (iter.next()) |event| { switch (event) { .key_press => |ev| { switch (ev.key) { .left => direction.v[0] -= 1, .right => direction.v[0] += 1, .up => direction.v[1] += 1, .down => direction.v[1] -= 1, .space => spawning = true, else => {}, } }, .key_release => |ev| { switch (ev.key) { .left => direction.v[0] += 1, .right => direction.v[0] -= 1, .up => direction.v[1] -= 1, .down => direction.v[1] += 1, .space => spawning = false, else => {}, } }, .close => engine.send(.exit, .{}), else => {}, } } game.state.direction = direction; game.state.spawning = spawning; var player_transform = text_mod.get(game.state.player, .transform).?; var player_pos = player_transform.translation().divScalar(upscale); if (spawning and game.state.spawn_timer.read() > 1.0 / 60.0) { // Spawn new entities _ = game.state.spawn_timer.lap(); for (0..1) |_| { var new_pos = player_pos; new_pos.v[0] += game.state.rand.random().floatNorm(f32) * 25; new_pos.v[1] += game.state.rand.random().floatNorm(f32) * 25; const new_entity = try engine.newEntity(); try text_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default)); try text_mod.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos))); // TODO: better storage mechanism for this // TODO: this is a leak const styles = try engine.allocator.alloc(mach.ecs.EntityID, 1); styles[0] = game.state.style1; try text_mod.set(new_entity, .text, text2); try text_mod.set(new_entity, .style, styles); game.state.texts += 1; } } // Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate. const delta_time = game.state.timer.lap(); // Rotate entities var archetypes_iter = engine.entities.query(.{ .all = &.{ .{ .mach_gfx_text = &.{.transform} }, } }); while (archetypes_iter.next()) |archetype| { const ids = archetype.slice(.entity, .id); const transforms = archetype.slice(.mach_gfx_text, .transform); for (ids, transforms) |id, *old_transform| { _ = id; const location = old_transform.*.translation(); // var transform = old_transform.mul(&Mat4x4.translate(-location)); // transform = mat.rotateZ(0.3 * delta_time).mul(&transform); // transform = transform.mul(&Mat4x4.translate(location)); var transform = Mat4x4.ident; transform = transform.mul(&Mat4x4.translate(location)); transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state.time)); transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state.time / 2.0), 0.5))); // TODO: .set() API is substantially slower due to internals // try text_mod.set(id, .transform, transform); old_transform.* = transform; } } // Calculate the player position, by moving in the direction the player wants to go // by the speed amount. const speed = 200.0 / upscale; player_pos.v[0] += direction.x() * speed * delta_time; player_pos.v[1] += direction.y() * speed * delta_time; try text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos))); text_mod.send(.updated, .{ .@"0" = @intFromEnum(Pipeline.default) }); // Perform pre-render work text_mod.send(.pre_render, .{ .@"0" = @intFromEnum(Pipeline.default) }); // Render a frame engine.send(.begin_pass, .{ .@"0" = gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 } }); text_mod.send(.render, .{ .@"0" = @intFromEnum(Pipeline.default) }); engine.send(.end_pass, .{}); engine.send(.present, .{}); // Present the frame // Every second, update the window title with the FPS if (game.state.fps_timer.read() >= 1.0) { try core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ]", .{ game.state.frame_count, game.state.texts }); game.state.fps_timer.reset(); game.state.frame_count = 0; } game.state.frame_count += 1; game.state.time += delta_time; }