The root dir of our repository has grown quite a lot the past few months.
I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.
As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.
We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.
Performed via:
```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```
git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
git mv ecs libs/
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
76 lines
2.1 KiB
Zig
76 lines
2.1 KiB
Zig
//! Note: All the above requests can be blocking - dbus requests can and will block while the daemon
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//! handles the request. It is not recommended to make these calls in performance critical code
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pub const c = @import("gamemode_client.zig");
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pub const GamemodeError = error{
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RequestFailed,
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RequestRejected,
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QueryFailed,
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};
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pub const GamemodeStatus = enum(c_int) {
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Inactive = 0,
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Active = 1,
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/// Gamemode is active and the client is registered
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ActiveAndRegistered = 2,
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};
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/// Request gamemode starts
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pub fn requestStart() GamemodeError!void {
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if (c.gamemode_request_start() == -1)
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return GamemodeError.RequestFailed;
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}
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/// Request gamemode ends
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pub fn requestEnd() GamemodeError!void {
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if (c.gamemode_request_end() == -1)
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return GamemodeError.RequestFailed;
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}
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/// Query the current status of gamemode
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pub fn queryStatus() GamemodeError!GamemodeStatus {
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const status = c.gamemode_query_status();
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if (status == -1)
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return GamemodeError.QueryFailed;
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return @intToEnum(GamemodeStatus, status);
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}
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/// Request gamemode starts for another process
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pub fn requestStartFor(pid: c.pid_t) GamemodeError!void {
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const res = c.gamemode_request_start_for(pid);
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if (res == 0) {
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return;
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} else if (res == -1) {
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return GamemodeError.RequestFailed;
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} else if (res == -2) {
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return GamemodeError.RequestRejected;
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}
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}
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/// Request gamemode ends for another process
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pub fn requestEndFor(pid: c.pid_t) GamemodeError!void {
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const res = c.gamemode_request_end_for(pid);
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if (res == 0) {
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return;
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} else if (res == -1) {
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return GamemodeError.RequestFailed;
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} else if (res == -2) {
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return GamemodeError.RequestRejected;
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}
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}
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/// Query the current status of gamemode for another process
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pub fn queryStatusFor(pid: c.pid_t) GamemodeError!GamemodeStatus {
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const status = c.gamemode_query_status_for(pid);
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if (status == -1)
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return GamemodeError.QueryFailed;
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return @intToEnum(GamemodeStatus, status);
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}
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/// Get an error string
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pub fn errorString() []const u8 {
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return @import("std").mem.sliceTo(c.gamemode_error_string(), 0);
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}
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