lyra-engine/src/game.rs

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Rust
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use std::{sync::Arc};
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use async_std::{task::block_on, sync::Mutex};
use specs::{Dispatcher, World};
use tracing::{metadata::LevelFilter, info, debug, warn};
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use tracing_subscriber::{
layer::{Layer, SubscriberExt},
filter::FilterFn,
util::SubscriberInitExt,
};
use winit::{window::{WindowBuilder, Window}, event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode}, event_loop::{EventLoop, ControlFlow}};
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use crate::{render::renderer::{Renderer, BasicRenderer}, input_event::InputEvent};
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struct GameLoop<'a, 'b> {
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window: Arc<Window>,
renderer: Box<dyn Renderer>,
world: Arc<Mutex<World>>,
system_dispatchers: Vec<Dispatcher<'a, 'b>>,
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}
impl<'a, 'b> GameLoop<'a, 'b> {
pub async fn new(window: Arc<Window>, world: Arc<Mutex<World>>, system_dispatchers: Vec<Dispatcher<'a, 'b>>) -> GameLoop<'a, 'b> {
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Self {
window: Arc::clone(&window),
renderer: Box::new(BasicRenderer::create_with_window(window).await),
world,
system_dispatchers,
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}
}
pub async fn on_resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.renderer.on_resize(new_size).await;
}
pub fn run_sync(&mut self, event: Event<()>, control_flow: &mut ControlFlow) {
block_on(self.run_event_loop(event, control_flow))
}
async fn update(&mut self) {
let world = self.world.lock().await;
for dispatcher in self.system_dispatchers.iter_mut() {
dispatcher.dispatch(&world);
}
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}
async fn input_update(&mut self, event: &InputEvent) -> Option<ControlFlow> {
match event {
InputEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => {
self.on_exit();
Some(ControlFlow::Exit)
},
_ => {
debug!("Got unhandled input event: \"{:?}\"", event);
None
}
}
}
fn render_window() {
todo!()
}
fn render_item() {
todo!()
}
fn on_exit(&mut self) {
info!("On exit!");
}
pub async fn run_event_loop(&mut self, event: Event<'_, ()>, control_flow: &mut ControlFlow) {
*control_flow = ControlFlow::Poll;
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == self.window.id() => {
// If try_from failed, that means that the WindowEvent is not an
// input related event.
if let Ok(input_event) = InputEvent::try_from(event) {
if let Some(new_control) = self.input_update(&input_event).await {
*control_flow = new_control;
}
} else {
match event {
WindowEvent::CloseRequested => {
self.on_exit();
*control_flow = ControlFlow::Exit
},
WindowEvent::Resized(physical_size) => {
self.on_resize(*physical_size).await;
},
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
self.on_resize(**new_inner_size).await;
},
_ => {}
}
}
},
Event::RedrawRequested(window_id) if window_id == self.window.id() => {
self.update().await;
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match self.renderer.as_mut().render().await {
Ok(_) => {}
// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => self.on_resize(self.renderer.as_ref().surface_size()).await,
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// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
},
Event::MainEventsCleared => {
self.window.request_redraw();
},
_ => {}
}
}
}
pub struct Game<'a, 'b> {
world: Option<Arc<Mutex<World>>>,
system_dispatchers: Option<Vec<Dispatcher<'a, 'b>>>,
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}
impl<'a, 'b> Default for Game<'a, 'b> {
fn default() -> Self {
Self {
world: None,
system_dispatchers: None,
}
}
}
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impl<'a, 'b> Game<'static, 'static> {
pub async fn initialize() -> Game<'static, 'static> {
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let filter = FilterFn::new(|metadata| {
metadata.module_path()
.unwrap_or_else(|| metadata.target())
.starts_with("lyra_engine") && (LevelFilter::INFO >= metadata.level().to_owned())
});
let layer = tracing_subscriber::fmt::layer();
tracing_subscriber::registry()
.with(layer.with_filter(filter))
.init();
Self::default()
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}
pub fn with_world(&mut self, world: World) -> &mut Self {
self.world = Some(Arc::new(Mutex::new(world)));
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self
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}
pub fn with_world_arc(&mut self, world: Arc<Mutex<World>>) -> &mut Self {
self.world = Some(world);
self
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}
pub fn with_dispatchers(&mut self, dispatchers: Vec<Dispatcher<'static, 'static>>) -> &mut Self {
self.system_dispatchers = Some(dispatchers);
self
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}
pub fn with_dispatcher(&mut self, dispatcher: Dispatcher<'static, 'static>) -> &mut Self {
self.system_dispatchers.get_or_insert_with(|| Vec::new()).push(dispatcher);
self
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}
pub async fn run(&mut self) {
let world = self.world.take().expect("ECS World was never given to Game!");
let system_dispatchers = self.system_dispatchers
.take().unwrap_or_else(|| Vec::new());
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let event_loop = EventLoop::new();
let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
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let mut g_loop = GameLoop::new(Arc::clone(&window), world, system_dispatchers).await;
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event_loop.run(move |event, _, control_flow| {
g_loop.run_sync(event, control_flow);
});
}
}