Attempt at making a bloxel game in Zig using Mach and Flecs
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const std = @import("std");
const GeneralPurposeAllocator = std.heap.GeneralPurposeAllocator(.{});
const core = @import("mach").core;
const Renderer = @import("./renderer.zig");
pub const App = @This();
gpa: GeneralPurposeAllocator,
allocator: std.mem.Allocator,
random: std.rand.Random,
renderer: *Renderer,
app_timer: core.Timer,
title_timer: core.Timer,
pub fn init(app: *App) !void {
try core.init(.{
// Request high performance = prefer dedicated GPU when available.
.power_preference = .high_performance,
});
// Set up a "general purpose allocator" that will handle allocations for
// the lifetime of the application, for which a more specific allocation
// strategy is not necessary.
//
// Here, `gpa` is an instance of this allocator, which handles the
// allocation logic, while `allocator` is the interface through which
// functions such as `alloc` and `free` are called.
app.gpa = GeneralPurposeAllocator{};
app.allocator = app.gpa.allocator();
// Create a pseudo-random number generator, but initialize it with
// a constant seed so we always get the same result when launching.
var prng = std.rand.DefaultPrng.init(0);
app.random = prng.random();
app.renderer = try Renderer.init(app);
app.app_timer = try core.Timer.start();
app.title_timer = try core.Timer.start();
}
pub fn deinit(app: *App) void {
// Using `defer` here, so we can specify them
// in the order they were created in `init`.
defer core.deinit();
defer _ = app.gpa.deinit(); // TODO: Check for memory leaks?
defer app.renderer.deinit();
}
pub fn update(app: *App) !bool {
// Read events from the OS such as input.
var iter = core.pollEvents();
while (iter.next()) |event| {
switch (event) {
// Allow the renderer to act on the window being resized.
// This is required so we can resize necessary buffers.
.framebuffer_resize => |_| app.renderer.resize(),
// Close the window when requested, such as when
// pressing the X button in the window title bar.
.close => return true,
else => {},
}
}
app.renderer.update();
// Update the window title to show FPS and input frequency.
if (app.title_timer.read() >= 1.0) {
app.title_timer.reset();
try core.printTitle("Triangle [ {d}fps ] [ Input {d}hz ]", .{ core.frameRate(), core.inputRate() });
}
return false;
}