2023-04-14 04:22:17 +00:00
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use std::{sync::Arc};
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2023-03-16 21:47:36 +00:00
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use async_std::{task::block_on, sync::Mutex};
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2023-04-14 04:22:17 +00:00
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use specs::{Dispatcher, World};
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use tracing::{metadata::LevelFilter, info, debug, warn};
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2023-03-16 21:47:36 +00:00
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use tracing_subscriber::{
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layer::{Layer, SubscriberExt},
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filter::FilterFn,
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util::SubscriberInitExt,
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};
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use winit::{window::{WindowBuilder, Window}, event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode}, event_loop::{EventLoop, ControlFlow}};
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2023-04-19 04:53:06 +00:00
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use crate::{render::renderer::{Renderer, BasicRenderer}, input_event::InputEvent};
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2023-04-14 04:22:17 +00:00
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struct GameLoop<'a, 'b> {
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window: Arc<Window>,
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renderer: Box<dyn Renderer>,
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world: Arc<Mutex<World>>,
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system_dispatchers: Vec<Dispatcher<'a, 'b>>,
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}
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2023-04-14 04:22:17 +00:00
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impl<'a, 'b> GameLoop<'a, 'b> {
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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 {
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window: Arc::clone(&window),
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renderer: Box::new(BasicRenderer::create_with_window(window).await),
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world,
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system_dispatchers,
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}
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}
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pub async fn on_resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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self.renderer.on_resize(new_size).await;
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}
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pub fn run_sync(&mut self, event: Event<()>, control_flow: &mut ControlFlow) {
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block_on(self.run_event_loop(event, control_flow))
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}
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async fn update(&mut self) {
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let world = self.world.lock().await;
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for dispatcher in self.system_dispatchers.iter_mut() {
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dispatcher.dispatch(&world);
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}
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2023-03-16 21:47:36 +00:00
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}
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async fn input_update(&mut self, event: &InputEvent) -> Option<ControlFlow> {
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match event {
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InputEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => {
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self.on_exit();
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Some(ControlFlow::Exit)
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},
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_ => {
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debug!("Got unhandled input event: \"{:?}\"", event);
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None
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}
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}
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}
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fn render_window() {
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todo!()
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}
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fn render_item() {
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todo!()
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}
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fn on_exit(&mut self) {
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info!("On exit!");
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}
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pub async fn run_event_loop(&mut self, event: Event<'_, ()>, control_flow: &mut ControlFlow) {
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*control_flow = ControlFlow::Poll;
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == self.window.id() => {
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// If try_from failed, that means that the WindowEvent is not an
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// input related event.
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if let Ok(input_event) = InputEvent::try_from(event) {
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if let Some(new_control) = self.input_update(&input_event).await {
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*control_flow = new_control;
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}
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} else {
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match event {
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WindowEvent::CloseRequested => {
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self.on_exit();
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*control_flow = ControlFlow::Exit
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},
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WindowEvent::Resized(physical_size) => {
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self.on_resize(*physical_size).await;
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},
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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self.on_resize(**new_inner_size).await;
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},
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_ => {}
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}
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}
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},
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Event::RedrawRequested(window_id) if window_id == self.window.id() => {
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self.update().await;
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match self.renderer.as_mut().render().await {
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Ok(_) => {}
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// 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
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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},
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Event::MainEventsCleared => {
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self.window.request_redraw();
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},
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_ => {}
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}
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}
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}
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pub struct Game<'a, 'b> {
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world: Option<Arc<Mutex<World>>>,
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system_dispatchers: Option<Vec<Dispatcher<'a, 'b>>>,
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}
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impl<'a, 'b> Default for Game<'a, 'b> {
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fn default() -> Self {
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Self {
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world: None,
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system_dispatchers: None,
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}
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}
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}
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impl<'a, 'b> Game<'static, 'static> {
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pub async fn initialize() -> Game<'static, 'static> {
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let filter = FilterFn::new(|metadata| {
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metadata.module_path()
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.unwrap_or_else(|| metadata.target())
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.starts_with("lyra_engine") && (LevelFilter::INFO >= metadata.level().to_owned())
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});
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let layer = tracing_subscriber::fmt::layer();
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tracing_subscriber::registry()
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.with(layer.with_filter(filter))
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.init();
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Self::default()
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}
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pub fn with_world(&mut self, world: World) -> &mut Self {
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self.world = Some(Arc::new(Mutex::new(world)));
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self
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}
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pub fn with_world_arc(&mut self, world: Arc<Mutex<World>>) -> &mut Self {
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self.world = Some(world);
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self
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}
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pub fn with_dispatchers(&mut self, dispatchers: Vec<Dispatcher<'static, 'static>>) -> &mut Self {
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self.system_dispatchers = Some(dispatchers);
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self
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}
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pub fn with_dispatcher(&mut self, dispatcher: Dispatcher<'static, 'static>) -> &mut Self {
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self.system_dispatchers.get_or_insert_with(|| Vec::new()).push(dispatcher);
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self
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}
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pub async fn run(&mut self) {
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let world = self.world.take().expect("ECS World was never given to Game!");
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let system_dispatchers = self.system_dispatchers
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.take().unwrap_or_else(|| Vec::new());
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2023-03-16 21:47:36 +00:00
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let event_loop = EventLoop::new();
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let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
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2023-04-14 04:22:17 +00:00
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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| {
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g_loop.run_sync(event, control_flow);
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});
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}
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}
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