Finish implementing plugins, create default plugins, create input plugin
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@ -30,3 +30,4 @@ edict = "0.5.0"
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atomicell = "0.1.9"
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aligned-vec = "0.5.0"
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tracing-appender = "0.2.2"
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stopwatch = "0.0.7"
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@ -1,3 +0,0 @@
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pub struct App {
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}
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@ -1,4 +1,4 @@
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use std::{collections::{HashMap, VecDeque}, any::{TypeId, Any}, cell::{RefCell, Ref, RefMut}};
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use std::{collections::{HashMap, VecDeque}, any::{TypeId, Any}, cell::RefCell};
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use crate::castable_any::CastableAny;
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@ -241,9 +241,7 @@ impl Default for Game {
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impl Game {
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pub async fn initialize() -> Game {
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let mut def = Self::default();
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//def.system_dispatcher.add_system("input", InputSystem::new(), &[]);
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def
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Self::default()
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}
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pub fn with_system<S>(&mut self, name: &str, system: S, depends: &[&str]) -> &mut Self
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@ -279,7 +277,8 @@ impl Game {
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.with(fmt::layer().with_writer(stdout_layer))
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.with(filter::Targets::new()
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.with_target("lyra_engine", Level::TRACE)
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.with_default(Level::INFO))
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.with_target("wgpu_core", Level::INFO)
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.with_default(Level::DEBUG))
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.init();
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// setup all the plugins
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46
src/input.rs
46
src/input.rs
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@ -221,26 +221,10 @@ impl<T: Clone + Hash + Eq + PartialEq + 'static> InputStorage for InputButtons<T
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}
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}
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pub struct InputSystem {
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gilrs: Option<Arc<Mutex<Gilrs>>>, // TODO
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}
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#[derive(Default)]
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pub struct InputSystem;
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impl InputSystem {
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pub(crate) fn new() -> Self {
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let gilrs = match Gilrs::new() {
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Ok(g) => Some(Arc::new(Mutex::new(g))),
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Err(e) => {
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warn!("Failure to initialize gilrs, gamepads will not work!\n{}", e);
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None
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}
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};
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Self {
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gilrs,
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}
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}
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pub fn update(&mut self, event: &InputEvent, world: &mut edict::World) -> bool {
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let event_queue = world.get_resource_mut::<EventQueue>();
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if event_queue.is_none() {
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@ -349,28 +333,12 @@ impl SimpleSystem for InputSystem {
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}
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}
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fn input_system_fn(world: &mut edict::World) -> anyhow::Result<()> {
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//let world = &mut controls.world;
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/// Plugin that runs InputSystem
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#[derive(Default)]
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pub struct InputPlugin;
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let queue = world.get_resource_mut::<EventQueue>()
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.map(|q| q.read_events::<InputEvent>()).flatten();
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if queue.is_none() {
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return Ok(());
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}
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let mut events = queue.unwrap();
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let mut input = InputSystem::new();
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while let Some(event) = events.pop_front() {
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input.update(&event, world);
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}
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Ok(())
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}
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impl Plugin for InputSystem {
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impl Plugin for InputPlugin {
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fn setup(&self, game: &mut crate::game::Game) {
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game.with_system("input", input_system_fn, &[]);
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game.with_system("input", InputSystem::default(), &[]);
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}
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}
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16
src/lib.rs
16
src/lib.rs
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@ -7,4 +7,18 @@ pub mod math;
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pub mod input;
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pub mod castable_any;
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pub mod plugin;
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pub mod app;
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use plugin::Plugin;
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use crate::input::InputPlugin;
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/// Default plugins of Lyra. Make sure to have these added to the Game first
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#[derive(Default)]
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pub struct DefaultPlugins;
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impl Plugin for DefaultPlugins {
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fn setup(&self, game: &mut game::Game) {
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// setup input
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InputPlugin::default().setup(game);
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}
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}
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@ -1,7 +1,76 @@
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use crate::game::Game;
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/// A Plugin is something you can add to a `Game` that can be used to define systems, or spawn initial entities.
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pub trait Plugin {
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/// Setup this plugin. This runs before the game has started
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fn setup(&self, game: &mut Game);
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}
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impl<P> Plugin for P
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where P: Fn(&mut Game)
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{
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fn setup(&self, game: &mut Game) {
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self(game);
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}
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}
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/// Represents a set of plugins that will be executed in order they are supplied.
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#[derive(Default)]
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pub struct PluginSet {
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/// A set of plugins that will be executed in order
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pub plugins: Vec<Box<dyn Plugin>>,
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}
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impl PluginSet {
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pub fn new() -> Self {
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Self::default()
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}
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pub fn add_plugin<P>(&mut self, plugin: P) -> &mut Self
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where
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P: Plugin + 'static
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{
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self.plugins.push(Box::new(plugin));
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self
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}
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}
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impl Plugin for PluginSet {
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fn setup(&self, game: &mut Game) {
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for plugin in self.plugins.iter() {
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plugin.setup(game);
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}
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}
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}
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// Macro used for implementing PluginSet for tuples
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macro_rules! impl_tuple_plugin_set {
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( $(($name: ident, $index: tt))+ ) => (
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impl<$($name: Plugin + 'static),+> From<($($name,)+)> for PluginSet {
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fn from(value: ($($name,)+)) -> Self {
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let plugins = vec![$(Box::new(value.$index) as Box<(dyn Plugin + 'static)>),+];
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Self {
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plugins,
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}
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}
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}
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);
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}
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impl_tuple_plugin_set! { (C0, 0) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) (C9, 9) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) (C9, 9) (C10, 10) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) (C9, 9) (C10, 10) (C11, 11) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) (C9, 9) (C10, 10) (C11, 11) (C12, 12) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) (C9, 9) (C10, 10) (C11, 11) (C12, 12) (C13, 13) }
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impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) (C9, 9) (C10, 10) (C11, 11) (C12, 12) (C13, 13) (C14, 14) }
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