hot reloading with trampoline
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@ -299,11 +299,12 @@ pub fn start_module_(map: *SpecVariantMap, args: anytype, allocator: std.mem.All
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gEngine.* = try Engine.init(allocator);
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gEngine.* = try Engine.init(allocator);
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staticsInitialized = true;
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staticsInitialized = true;
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_ = try createObject(ModuleLoader, .{});
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try console.start();
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try console.start();
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const engineName = try std.fmt.allocPrint(allocator, "{s}Engine.ini", .{name});
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const engineName = try std.fmt.allocPrint(allocator, "{s}Engine.ini", .{name});
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defer allocator.free(engineName);
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defer allocator.free(engineName);
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try algorithm.string_pool.setup(allocator);
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gEngine.stringContext = algorithm.string_pool.gStringContext;
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try configVars.setupConfigs(engineName);
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try configVars.setupConfigs(engineName);
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@ -311,15 +312,11 @@ pub fn start_module_(map: *SpecVariantMap, args: anytype, allocator: std.mem.All
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try logging.setupLogging(gEngine);
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try logging.setupLogging(gEngine);
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}
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}
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try ecs.setup(allocator);
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_ = try createObject(ModuleLoader, .{});
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_ = try gEngine.createObject(ecs.EcsRegistry, .{ .can_tick = true, .isCore = true });
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_ = try gEngine.createObject(scene.SceneSystem, .{ .can_tick = true });
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_ = try gEngine.createObject(scene.SceneSystem, .{ .can_tick = true });
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_ = try gEngine.createObject(scene.SceneSystem, .{ .can_tick = true });
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try algorithm.string_pool.setup(allocator);
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_ = try gEngine.createObject(inputs.InputStack, .{});
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gEngine.stringContext = algorithm.string_pool.gStringContext;
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_ = try createObject(GameObjectSystem, .{ .can_tick = true });
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_ = try inputs.initInputStack();
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// components define
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// components define
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try ecs.defineComponentList(ComponentList, allocator);
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try ecs.defineComponentList(ComponentList, allocator);
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@ -29,14 +29,6 @@ pub export fn startup_module(p_allocator: *anyopaque, p_a: ?*anyopaque) bool {
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const moduleArgs = core.startup_getArgs(p_a.?);
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const moduleArgs = core.startup_getArgs(p_a.?);
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// firstLoad: bool,
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// engine: *core.Engine,
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// nameRegistry: *p2.NameRegistry,
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// packerFS: *core.PackerFS,
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// // luaState: *anyopaque,
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// // luaAllocator: *anyopaque,
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// debugDrawInterface: ?*debug.DebugDrawInterface,
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if (moduleArgs.firstLoad) {
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if (moduleArgs.firstLoad) {
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inline for (backlog.moduleList) |feature| {
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inline for (backlog.moduleList) |feature| {
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if (@hasDecl(backlog, feature) and !std.mem.eql(u8, "core", feature)) {
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if (@hasDecl(backlog, feature) and !std.mem.eql(u8, "core", feature)) {
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