create SimpleSystem
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use std::collections::HashMap;
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use async_trait::async_trait;
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use hecs::World;
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use tracing::warn;
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pub mod components;
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pub mod components;
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/// A trait that represents a simple system
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pub trait SimpleSystem {
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// todo: make async?
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fn execute_mut(&mut self, world: &mut World) -> anyhow::Result<()>;
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}
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pub type SystemFn = dyn Fn(&mut World) -> anyhow::Result<()>;
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pub struct SystemFnExecutor {
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systems: HashMap<String, Box<SystemFn>>,
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}
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impl SystemFnExecutor {
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pub fn new() -> Self {
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Self {
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systems: HashMap::new(),
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}
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}
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pub fn with_systems(systems: HashMap<String, Box<SystemFn>>) -> Self {
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Self {
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systems,
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}
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}
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pub fn add_system(&mut self, system_label: &str, system: Box<SystemFn>) {
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self.systems.insert(system_label.to_string(), system);
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}
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pub fn remove_system(&mut self, system_label: &str) {
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self.systems.remove(&system_label.to_string());
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}
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}
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impl SimpleSystem for SystemFnExecutor {
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fn execute_mut(&mut self, world: &mut World) -> anyhow::Result<()> {
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for system in self.systems.iter() {
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let system_fn = system.1.as_ref();
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let res = system_fn(world);
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// log an error returned by the system
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if let Err(e) = res {
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warn!("System execution of {} resulted in an error! '{}'", system.0, e);
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}
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}
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Ok(())
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}
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}
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@ -75,6 +75,7 @@ struct GameLoop {
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renderer: Box<dyn Renderer>,
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renderer: Box<dyn Renderer>,
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world: Arc<Mutex<World>>,
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world: Arc<Mutex<World>>,
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system_fn_executor: SystemFnExecutor,
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fps_counter: TickCounter,
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fps_counter: TickCounter,
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}
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}
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@ -85,6 +86,7 @@ impl GameLoop {
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renderer: Box::new(BasicRenderer::create_with_window(window).await),
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renderer: Box::new(BasicRenderer::create_with_window(window).await),
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world,
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world,
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system_fn_executor: SystemFnExecutor::new(),
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fps_counter: TickCounter::new(),
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fps_counter: TickCounter::new(),
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}
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}
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}
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}
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@ -98,10 +100,8 @@ impl GameLoop {
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}
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}
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async fn update(&mut self) {
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async fn update(&mut self) {
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/* let world = self.world.lock().await;
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let mut world = self.world.lock().await;
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for dispatcher in self.system_dispatchers.iter_mut() {
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self.system_fn_executor.execute_mut(&mut world).unwrap(); // always returns Ok(())
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dispatcher.dispatch(&world);
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} */
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}
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}
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async fn input_update(&mut self, event: &InputEvent) -> Option<ControlFlow> {
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async fn input_update(&mut self, event: &InputEvent) -> Option<ControlFlow> {
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