chore: code code tidy and style tweaks
CI / build-and-test (push) Successful in 2m7s

This commit is contained in:
2026-03-08 10:37:38 +13:00
parent 05b0773189
commit 0cce80e956
5 changed files with 146 additions and 153 deletions
+2 -2
View File
@@ -26,8 +26,8 @@ Size=227,63
Collapsed=0
[Window][##TOAST1]
Pos=1035,564
Size=225,63
Pos=956,564
Size=304,63
Collapsed=0
[Window][##TOAST2]
+38 -42
View File
@@ -2,15 +2,15 @@
// This demonstrates creating entities with various components and managing rendering
// Resource IDs
uint g_toonShader = 0;
uint g_outlineShader = 0;
uint g_cubeModel = 0;
uint g_sphereModel = 0;
uint g_defaultMaterial = 0;
uint toonShader = 0;
uint outlineShader = 0;
uint cubeModel = 0;
uint sphereModel = 0;
uint defaultMaterial = 0;
// Scene entities
uint g_camera = 0;
uint g_light = 0;
uint camera = 0;
uint light = 0;
// Store entity IDs for manipulation
array<uint> entities;
@@ -23,45 +23,45 @@ void Init() {
Toast::Success("ECS Script initialized successfully!");
// === Load shaders ===
g_toonShader = Shader::Load("shaders/toon.vs", "shaders/toon.fs");
g_outlineShader = Shader::Load("shaders/outline.vs", "shaders/outline.fs");
toonShader = Shader::Load("shaders/toon.vs", "shaders/toon.fs");
outlineShader = Shader::Load("shaders/outline.vs", "shaders/outline.fs");
if (g_toonShader == 0 || g_outlineShader == 0) {
if (toonShader == 0 || outlineShader == 0) {
Toast::Error("Failed to load shaders!");
return;
}
// === Load models ===
g_cubeModel = Model::LoadCube(1.0, 1.0, 1.0);
g_sphereModel = Model::LoadSphere(0.5, 16, 16);
cubeModel = Model::LoadCube(1.0, 1.0, 1.0);
sphereModel = Model::LoadSphere(0.5, 16, 16);
// === Create default material ===
g_defaultMaterial = Material::Create(g_toonShader, 255, 255, 255, 255);
defaultMaterial = Material::Create(toonShader, 255, 255, 255, 255);
// === Set up camera ===
g_camera = ECS::CreateEntity();
ECS::AddCamera3D(g_camera,
5.0, 5.0, 5.0, // position
0.0, 0.0, 0.0, // target
45.0); // fovy
ECS::AddTag(g_camera, "MainCamera");
camera = ECS::CreateEntity();
ECS::AddCamera3D(camera,
5.0, 5.0, 5.0, // position
0.0, 0.0, 0.0, // target
45.0); // fovy
ECS::AddTag(camera, "MainCamera");
// === Set up light ===
g_light = ECS::CreateEntity();
ECS::AddLight(g_light, 0.5, 0.7, 0.3, 1.0); // direction + intensity
ECS::AddTag(g_light, "MainLight");
light = ECS::CreateEntity();
ECS::AddLight(light, 0.5, 0.7, 0.3, 1.0); // direction + intensity
ECS::AddTag(light, "MainLight");
// === Create player entity at origin with outline ===
player = ECS::CreateEntity();
ECS::AddTransform(player, 0.0f, 0.0f, 0.0f);
ECS::AddSprite(player, g_sphereModel, 0xFF0000FF, 0.0f); // Red sphere
ECS::AddSprite(player, sphereModel, 0xFF0000FF, 0.0f); // Red sphere
// Create material for player
uint playerMat = Material::Create(g_toonShader, 255, 0, 0, 255);
uint playerMat = Material::Create(toonShader, 255, 0, 0, 255);
ECS::AddMaterial(player, playerMat);
// Add outline pass (order=0) and main pass (order=1)
ECS::AddRenderPass(player, 0, false, true, g_outlineShader);
ECS::AddRenderPass(player, 0, false, true, outlineShader);
ECS::AddTag(player, "Player");
Log(LOG_INFO, "Created player entity: " + player);
@@ -69,10 +69,10 @@ void Init() {
// === Create a spinning cube ===
spinningCube = ECS::CreateEntity();
ECS::AddTransform(spinningCube, 2.0f, 0.0f, 0.0f);
ECS::AddSprite(spinningCube, g_cubeModel, 0x00FF00FF, 0.0f); // Green cube
ECS::AddVelocity(spinningCube, 0.0f, 0.0f, 0.0f, 2.0f); // Angular velocity
ECS::AddSprite(spinningCube, cubeModel, 0x00FF00FF, 0.0f); // Green cube
ECS::AddVelocity(spinningCube, 0.0f, 0.0f, 0.0f, 2.0f); // Angular velocity
uint greenMat = Material::Create(g_toonShader, 0, 255, 0, 255);
uint greenMat = Material::Create(toonShader, 0, 255, 0, 255);
ECS::AddMaterial(spinningCube, greenMat);
ECS::AddRenderPass(spinningCube, 1, true, true, 0); // Main pass
@@ -83,7 +83,7 @@ void Init() {
for (int i = 0; i < 5; i++) {
uint entity = ECS::CreateEntity();
float angle = (float(i) / 5.0f) * 6.28318f; // 2*PI
float angle = (float(i) / 5.0f) * 6.28318f; // 2*PI
float radius = 3.0f;
float x = Math::Cos(angle) * radius;
float z = Math::Sin(angle) * radius;
@@ -93,15 +93,11 @@ void Init() {
// Different colors for each
uint color = 0;
uint8 r = 255, g = 255, b = 255;
if (i == 0) { color = 0xFFFF00FF; r = 255; g = 255; b = 0; } // Yellow
else if (i == 1) { color = 0xFF00FFFF; r = 255; g = 0; b = 255; } // Magenta
else if (i == 2) { color = 0x00FFFFFF; r = 0; g = 255; b = 255; } // Cyan
else if (i == 3) { color = 0xFFA500FF; r = 255; g = 165; b = 0; } // Orange
else { color = 0xFF69B4FF; r = 255; g = 105; b = 180; } // Pink
if (i == 0) { color = 0xFFFF00FF; r = 255; g = 255; b = 0; } // Yellow else if (i == 1) { color = 0xFF00FFFF; r = 255; g = 0; b = 255; } // Magenta else if (i == 2) { color = 0x00FFFFFF; r = 0; g = 255; b = 255; } // Cyan else if (i == 3) { color = 0xFFA500FF; r = 255; g = 165; b = 0; } // Orange else { color = 0xFF69B4FF; r = 255; g = 105; b = 180; } // Pink
ECS::AddSprite(entity, g_sphereModel, color, 0.0f);
ECS::AddSprite(entity, sphereModel, color, 0.0f);
uint mat = Material::Create(g_toonShader, r, g, b, 255);
uint mat = Material::Create(toonShader, r, g, b, 255);
ECS::AddMaterial(entity, mat);
ECS::AddRenderPass(entity, 1, true, true, 0);
@@ -112,10 +108,10 @@ void Init() {
// === Create a moving entity ===
uint mover = ECS::CreateEntity();
ECS::AddTransform(mover, -3.0f, 0.5f, 0.0f);
ECS::AddSprite(mover, g_cubeModel, 0xFFFFFFFF, 0.0f); // White cube
ECS::AddVelocity(mover, 1.0f, 0.0f, 0.5f, 0.0f); // Moving velocity
ECS::AddSprite(mover, cubeModel, 0xFFFFFFFF, 0.0f); // White cube
ECS::AddVelocity(mover, 1.0f, 0.0f, 0.5f, 0.0f); // Moving velocity
ECS::AddMaterial(mover, g_defaultMaterial);
ECS::AddMaterial(mover, defaultMaterial);
ECS::AddRenderPass(mover, 1, true, true, 0);
ECS::AddTag(mover, "Mover");
@@ -132,12 +128,12 @@ void Update(float dt) {
time += dt;
// Update camera to orbit around the scene
if (ECS::HasCamera3D(g_camera)) {
if (ECS::HasCamera3D(camera)) {
float angle = time * 0.3;
float radius = 7.0;
float x = Math::Cos(angle) * radius;
float z = Math::Sin(angle) * radius;
ECS::SetCameraPosition(g_camera, x, 5.0, z);
ECS::SetCameraPosition(camera, x, 5.0, z);
}
// Update player position - simple back and forth motion
@@ -153,7 +149,7 @@ void Update(float dt) {
float radius = 3.0f;
float x = Math::Cos(angle) * radius;
float z = Math::Sin(angle) * radius;
float y = Math::Sin(time * 2.0f + float(i)) * 0.5f; // Bobbing motion
float y = Math::Sin(time * 2.0f + float(i)) * 0.5f; // Bobbing motion
ECS::SetPosition(entity, x, y, z);
ECS::SetRotation(entity, time + float(i));
-8
View File
@@ -277,14 +277,6 @@ void Application::RenderScene()
desiredShaderId = matData->shaderId;
}
// Debug: Log first frame only
static bool logged = false;
if (!logged && matComp->materialId <= 3) {
log_info("Entity material=%u, shader=%u, albedo=(%d,%d,%d,%d)",
matComp->materialId, matData->shaderId,
albedo.r, albedo.g, albedo.b, albedo.a);
if (matComp->materialId == 3) logged = true;
}
}
}
+100 -100
View File
@@ -5,47 +5,47 @@
#include <string>
// Global registry pointer for script access
static entt::registry* g_registry = nullptr;
static entt::registry* registry = nullptr;
void SetGlobalRegistry(entt::registry* reg) {
g_registry = reg;
registry = reg;
}
// === Entity Management ===
uint32_t AS_CreateEntity() {
if (!g_registry) return 0;
return (uint32_t)g_registry->create();
if (!registry) return 0;
return (uint32_t)registry->create();
}
void AS_DestroyEntity(uint32_t entity) {
if (!g_registry) return;
g_registry->destroy((entt::entity)entity);
if (!registry) return;
registry->destroy((entt::entity)entity);
}
bool AS_IsEntityValid(uint32_t entity) {
if (!g_registry) return false;
return g_registry->valid((entt::entity)entity);
if (!registry) return false;
return registry->valid((entt::entity)entity);
}
// === Transform Component ===
void AS_AddTransform(uint32_t entity, float x, float y, float z) {
if (!g_registry) return;
g_registry->emplace<ECSTransform>((entt::entity)entity,
if (!registry) return;
registry->emplace<ECSTransform>((entt::entity)entity,
Vector3{x, y, z}, Vector3{1.0f, 1.0f, 1.0f}, 0.0f);
}
void AS_SetPosition(uint32_t entity, float x, float y, float z) {
if (!g_registry) return;
if (auto* t = g_registry->try_get<ECSTransform>((entt::entity)entity)) {
if (!registry) return;
if (auto* t = registry->try_get<ECSTransform>((entt::entity)entity)) {
t->position = {x, y, z};
}
}
void AS_GetPosition(uint32_t entity, float* x, float* y, float* z) {
if (!g_registry || !x || !y || !z) return;
if (auto* t = g_registry->try_get<ECSTransform>((entt::entity)entity)) {
if (!registry || !x || !y || !z) return;
if (auto* t = registry->try_get<ECSTransform>((entt::entity)entity)) {
*x = t->position.x;
*y = t->position.y;
*z = t->position.z;
@@ -53,83 +53,83 @@ void AS_GetPosition(uint32_t entity, float* x, float* y, float* z) {
}
void AS_SetScale(uint32_t entity, float x, float y, float z) {
if (!g_registry) return;
if (auto* t = g_registry->try_get<ECSTransform>((entt::entity)entity)) {
if (!registry) return;
if (auto* t = registry->try_get<ECSTransform>((entt::entity)entity)) {
t->scale = {x, y, z};
}
}
void AS_SetRotation(uint32_t entity, float rotation) {
if (!g_registry) return;
if (auto* t = g_registry->try_get<ECSTransform>((entt::entity)entity)) {
if (!registry) return;
if (auto* t = registry->try_get<ECSTransform>((entt::entity)entity)) {
t->rotation = rotation;
}
}
float AS_GetRotation(uint32_t entity) {
if (!g_registry) return 0.0f;
if (auto* t = g_registry->try_get<ECSTransform>((entt::entity)entity)) {
if (!registry) return 0.0f;
if (auto* t = registry->try_get<ECSTransform>((entt::entity)entity)) {
return t->rotation;
}
return 0.0f;
}
bool AS_HasTransform(uint32_t entity) {
if (!g_registry) return false;
return g_registry->all_of<ECSTransform>((entt::entity)entity);
if (!registry) return false;
return registry->all_of<ECSTransform>((entt::entity)entity);
}
void AS_RemoveTransform(uint32_t entity) {
if (!g_registry) return;
g_registry->remove<ECSTransform>((entt::entity)entity);
if (!registry) return;
registry->remove<ECSTransform>((entt::entity)entity);
}
// === Velocity Component ===
void AS_AddVelocity(uint32_t entity, float vx, float vy, float vz, float angular) {
if (!g_registry) return;
g_registry->emplace<Velocity>((entt::entity)entity, Vector3{vx, vy, vz}, angular);
if (!registry) return;
registry->emplace<Velocity>((entt::entity)entity, Vector3{vx, vy, vz}, angular);
}
void AS_SetVelocity(uint32_t entity, float vx, float vy, float vz) {
if (!g_registry) return;
if (auto* v = g_registry->try_get<Velocity>((entt::entity)entity)) {
if (!registry) return;
if (auto* v = registry->try_get<Velocity>((entt::entity)entity)) {
v->linear = {vx, vy, vz};
}
}
void AS_SetAngularVelocity(uint32_t entity, float angular) {
if (!g_registry) return;
if (auto* v = g_registry->try_get<Velocity>((entt::entity)entity)) {
if (!registry) return;
if (auto* v = registry->try_get<Velocity>((entt::entity)entity)) {
v->angular = angular;
}
}
bool AS_HasVelocity(uint32_t entity) {
if (!g_registry) return false;
return g_registry->all_of<Velocity>((entt::entity)entity);
if (!registry) return false;
return registry->all_of<Velocity>((entt::entity)entity);
}
void AS_RemoveVelocity(uint32_t entity) {
if (!g_registry) return;
g_registry->remove<Velocity>((entt::entity)entity);
if (!registry) return;
registry->remove<Velocity>((entt::entity)entity);
}
// === Sprite Component ===
void AS_AddSprite(uint32_t entity, int modelId, uint32_t color, float outlineSize) {
if (!g_registry) return;
if (!registry) return;
Color col;
col.r = (color >> 24) & 0xFF;
col.g = (color >> 16) & 0xFF;
col.b = (color >> 8) & 0xFF;
col.a = color & 0xFF;
g_registry->emplace<Sprite>((entt::entity)entity, modelId, col, outlineSize);
registry->emplace<Sprite>((entt::entity)entity, modelId, col, outlineSize);
}
void AS_SetSpriteColor(uint32_t entity, uint32_t color) {
if (!g_registry) return;
if (auto* s = g_registry->try_get<Sprite>((entt::entity)entity)) {
if (!registry) return;
if (auto* s = registry->try_get<Sprite>((entt::entity)entity)) {
s->color.r = (color >> 24) & 0xFF;
s->color.g = (color >> 16) & 0xFF;
s->color.b = (color >> 8) & 0xFF;
@@ -138,133 +138,133 @@ void AS_SetSpriteColor(uint32_t entity, uint32_t color) {
}
void AS_SetSpriteModel(uint32_t entity, int modelId) {
if (!g_registry) return;
if (auto* s = g_registry->try_get<Sprite>((entt::entity)entity)) {
if (!registry) return;
if (auto* s = registry->try_get<Sprite>((entt::entity)entity)) {
s->modelId = modelId;
}
}
void AS_SetSpriteOutline(uint32_t entity, float outlineSize) {
if (!g_registry) return;
if (auto* s = g_registry->try_get<Sprite>((entt::entity)entity)) {
if (!registry) return;
if (auto* s = registry->try_get<Sprite>((entt::entity)entity)) {
s->outlineSize = outlineSize;
}
}
bool AS_HasSprite(uint32_t entity) {
if (!g_registry) return false;
return g_registry->all_of<Sprite>((entt::entity)entity);
if (!registry) return false;
return registry->all_of<Sprite>((entt::entity)entity);
}
void AS_RemoveSprite(uint32_t entity) {
if (!g_registry) return;
g_registry->remove<Sprite>((entt::entity)entity);
if (!registry) return;
registry->remove<Sprite>((entt::entity)entity);
}
// === Tag Component ===
void AS_AddTag(uint32_t entity, const std::string& name) {
if (!g_registry) return;
g_registry->emplace<Tag>((entt::entity)entity, name);
if (!registry) return;
registry->emplace<Tag>((entt::entity)entity, name);
}
std::string AS_GetTag(uint32_t entity) {
if (!g_registry) return "";
if (auto* t = g_registry->try_get<Tag>((entt::entity)entity)) {
if (!registry) return "";
if (auto* t = registry->try_get<Tag>((entt::entity)entity)) {
return t->name;
}
return "";
}
void AS_SetTag(uint32_t entity, const std::string& name) {
if (!g_registry) return;
if (auto* t = g_registry->try_get<Tag>((entt::entity)entity)) {
if (!registry) return;
if (auto* t = registry->try_get<Tag>((entt::entity)entity)) {
t->name = name;
}
}
bool AS_HasTag(uint32_t entity) {
if (!g_registry) return false;
return g_registry->all_of<Tag>((entt::entity)entity);
if (!registry) return false;
return registry->all_of<Tag>((entt::entity)entity);
}
void AS_RemoveTag(uint32_t entity) {
if (!g_registry) return;
g_registry->remove<Tag>((entt::entity)entity);
if (!registry) return;
registry->remove<Tag>((entt::entity)entity);
}
// === Camera3D Component ===
void AS_AddCamera3D(uint32_t entity, float px, float py, float pz, float tx, float ty, float tz, float fovy) {
if (!g_registry) return;
if (!registry) return;
Camera3DComponent cam;
cam.position = {px, py, pz};
cam.target = {tx, ty, tz};
cam.up = {0.0f, 1.0f, 0.0f};
cam.fovy = fovy;
cam.projection = 0; // CAMERA_PERSPECTIVE
g_registry->emplace<Camera3DComponent>((entt::entity)entity, cam);
registry->emplace<Camera3DComponent>((entt::entity)entity, cam);
}
void AS_SetCameraPosition(uint32_t entity, float x, float y, float z) {
if (!g_registry) return;
if (auto* c = g_registry->try_get<Camera3DComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* c = registry->try_get<Camera3DComponent>((entt::entity)entity)) {
c->position = {x, y, z};
}
}
void AS_SetCameraTarget(uint32_t entity, float x, float y, float z) {
if (!g_registry) return;
if (auto* c = g_registry->try_get<Camera3DComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* c = registry->try_get<Camera3DComponent>((entt::entity)entity)) {
c->target = {x, y, z};
}
}
void AS_SetCameraFovy(uint32_t entity, float fovy) {
if (!g_registry) return;
if (auto* c = g_registry->try_get<Camera3DComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* c = registry->try_get<Camera3DComponent>((entt::entity)entity)) {
c->fovy = fovy;
}
}
bool AS_HasCamera3D(uint32_t entity) {
if (!g_registry) return false;
return g_registry->all_of<Camera3DComponent>((entt::entity)entity);
if (!registry) return false;
return registry->all_of<Camera3DComponent>((entt::entity)entity);
}
void AS_RemoveCamera3D(uint32_t entity) {
if (!g_registry) return;
g_registry->remove<Camera3DComponent>((entt::entity)entity);
if (!registry) return;
registry->remove<Camera3DComponent>((entt::entity)entity);
}
// === Light Component ===
void AS_AddLight(uint32_t entity, float dx, float dy, float dz, float intensity) {
if (!g_registry) return;
if (!registry) return;
LightComponent light;
light.direction = {dx, dy, dz};
light.color = WHITE;
light.intensity = intensity;
g_registry->emplace<LightComponent>((entt::entity)entity, light);
registry->emplace<LightComponent>((entt::entity)entity, light);
}
void AS_SetLightDirection(uint32_t entity, float x, float y, float z) {
if (!g_registry) return;
if (auto* l = g_registry->try_get<LightComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* l = registry->try_get<LightComponent>((entt::entity)entity)) {
l->direction = {x, y, z};
}
}
void AS_SetLightIntensity(uint32_t entity, float intensity) {
if (!g_registry) return;
if (auto* l = g_registry->try_get<LightComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* l = registry->try_get<LightComponent>((entt::entity)entity)) {
l->intensity = intensity;
}
}
void AS_SetLightColor(uint32_t entity, uint32_t color) {
if (!g_registry) return;
if (auto* l = g_registry->try_get<LightComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* l = registry->try_get<LightComponent>((entt::entity)entity)) {
l->color.r = (color >> 24) & 0xFF;
l->color.g = (color >> 16) & 0xFF;
l->color.b = (color >> 8) & 0xFF;
@@ -273,81 +273,81 @@ void AS_SetLightColor(uint32_t entity, uint32_t color) {
}
bool AS_HasLight(uint32_t entity) {
if (!g_registry) return false;
return g_registry->all_of<LightComponent>((entt::entity)entity);
if (!registry) return false;
return registry->all_of<LightComponent>((entt::entity)entity);
}
void AS_RemoveLight(uint32_t entity) {
if (!g_registry) return;
g_registry->remove<LightComponent>((entt::entity)entity);
if (!registry) return;
registry->remove<LightComponent>((entt::entity)entity);
}
// === Material Component ===
void AS_AddMaterial(uint32_t entity, unsigned int materialId) {
if (!g_registry) return;
g_registry->emplace<MaterialComponent>((entt::entity)entity, materialId);
if (!registry) return;
registry->emplace<MaterialComponent>((entt::entity)entity, materialId);
}
void AS_SetMaterialId(uint32_t entity, unsigned int materialId) {
if (!g_registry) return;
if (auto* m = g_registry->try_get<MaterialComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* m = registry->try_get<MaterialComponent>((entt::entity)entity)) {
m->materialId = materialId;
}
}
unsigned int AS_GetMaterialId(uint32_t entity) {
if (!g_registry) return 0;
if (auto* m = g_registry->try_get<MaterialComponent>((entt::entity)entity)) {
if (!registry) return 0;
if (auto* m = registry->try_get<MaterialComponent>((entt::entity)entity)) {
return m->materialId;
}
return 0;
}
bool AS_HasMaterial(uint32_t entity) {
if (!g_registry) return false;
return g_registry->all_of<MaterialComponent>((entt::entity)entity);
if (!registry) return false;
return registry->all_of<MaterialComponent>((entt::entity)entity);
}
void AS_RemoveMaterialComponent(uint32_t entity) {
if (!g_registry) return;
g_registry->remove<MaterialComponent>((entt::entity)entity);
if (!registry) return;
registry->remove<MaterialComponent>((entt::entity)entity);
}
// === RenderPass Component ===
void AS_AddRenderPass(uint32_t entity, int order, bool depthTest, bool depthWrite, unsigned int shaderId) {
if (!g_registry) return;
if (!registry) return;
RenderPassComponent pass;
pass.order = order;
pass.depthTest = depthTest;
pass.depthWrite = depthWrite;
pass.shaderId = shaderId;
g_registry->emplace<RenderPassComponent>((entt::entity)entity, pass);
registry->emplace<RenderPassComponent>((entt::entity)entity, pass);
}
void AS_SetRenderPassOrder(uint32_t entity, int order) {
if (!g_registry) return;
if (auto* p = g_registry->try_get<RenderPassComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* p = registry->try_get<RenderPassComponent>((entt::entity)entity)) {
p->order = order;
}
}
void AS_SetRenderPassShader(uint32_t entity, unsigned int shaderId) {
if (!g_registry) return;
if (auto* p = g_registry->try_get<RenderPassComponent>((entt::entity)entity)) {
if (!registry) return;
if (auto* p = registry->try_get<RenderPassComponent>((entt::entity)entity)) {
p->shaderId = shaderId;
}
}
bool AS_HasRenderPass(uint32_t entity) {
if (!g_registry) return false;
return g_registry->all_of<RenderPassComponent>((entt::entity)entity);
if (!registry) return false;
return registry->all_of<RenderPassComponent>((entt::entity)entity);
}
void AS_RemoveRenderPass(uint32_t entity) {
if (!g_registry) return;
g_registry->remove<RenderPassComponent>((entt::entity)entity);
if (!registry) return;
registry->remove<RenderPassComponent>((entt::entity)entity);
}
// === Registration ===
+6 -1
View File
@@ -2,25 +2,30 @@
#include "gui/Toast.h"
#include <angelscript.h>
#include <assert.h>
#include <string>
#include "../log/log.h"
// Toast binding functions
static void AS_ToastInfo(const std::string& message)
{
log_info("%s", message.c_str());
Toast::Info(message);
}
static void AS_ToastWarning(const std::string& message)
{
log_warn("%s", message.c_str());
Toast::Warning(message);
}
static void AS_ToastError(const std::string& message)
{
log_error("%s", message.c_str());
Toast::Error(message);
}
static void AS_ToastSuccess(const std::string& message)
{
log_info("%s", message.c_str());
Toast::Success(message);
}