Start working on game plugins
This commit is contained in:
parent
31e6af7015
commit
e96cb3585b
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@ -0,0 +1,3 @@
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pub struct App {
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}
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131
src/game.rs
131
src/game.rs
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@ -1,4 +1,4 @@
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use std::sync::Arc;
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use std::{sync::Arc, collections::VecDeque};
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use async_std::{task::block_on, sync::Mutex};
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use async_std::{task::block_on, sync::Mutex};
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@ -14,7 +14,7 @@ use tracing_subscriber::{
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use winit::{window::{WindowBuilder, Window}, event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode, DeviceEvent}, event_loop::{EventLoop, ControlFlow}};
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use winit::{window::{WindowBuilder, Window}, event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode, DeviceEvent}, event_loop::{EventLoop, ControlFlow}};
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use crate::{render::renderer::{Renderer, BasicRenderer}, input_event::InputEvent, ecs::{SimpleSystem, SystemDispatcher, EventQueue, Events}, input::InputSystem};
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use crate::{render::renderer::{Renderer, BasicRenderer}, input_event::InputEvent, ecs::{SimpleSystem, SystemDispatcher, EventQueue, Events}, input::InputSystem, plugin::Plugin};
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pub struct Controls<'a> {
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pub struct Controls<'a> {
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pub world: &'a mut edict::World,
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pub world: &'a mut edict::World,
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@ -36,14 +36,14 @@ struct GameLoop {
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window: Arc<Window>,
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window: Arc<Window>,
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renderer: Box<dyn Renderer>,
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renderer: Box<dyn Renderer>,
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world: Arc<Mutex<edict::World>>,
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world: edict::World,
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/// higher priority systems
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/// higher priority systems
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engine_sys_dispatcher: SystemDispatcher,
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engine_sys_dispatcher: SystemDispatcher,
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user_sys_dispatcher: SystemDispatcher,
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user_sys_dispatcher: SystemDispatcher,
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}
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}
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impl GameLoop {
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impl GameLoop {
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pub async fn new(window: Arc<Window>, world: Arc<Mutex<edict::World>>, user_systems: SystemDispatcher) -> GameLoop {
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pub async fn new(window: Arc<Window>, world: edict::World, user_systems: SystemDispatcher) -> GameLoop {
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Self {
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Self {
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window: Arc::clone(&window),
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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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renderer: Box::new(BasicRenderer::create_with_window(window).await),
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@ -60,8 +60,7 @@ impl GameLoop {
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pub async fn on_init(&mut self) {
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pub async fn on_init(&mut self) {
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// Create the EventQueue resource in the world
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// Create the EventQueue resource in the world
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let mut world = self.world.lock().await;
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self.world.insert_resource(EventQueue::new());
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world.insert_resource(EventQueue::new());
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}
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}
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pub fn run_sync(&mut self, event: Event<()>, control_flow: &mut ControlFlow) {
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pub fn run_sync(&mut self, event: Event<()>, control_flow: &mut ControlFlow) {
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@ -69,10 +68,8 @@ 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 mut world = self.world.lock().await;
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let mut controls = Controls {
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let mut controls = Controls {
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world: &mut world,
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world: &mut self.world,
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};
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};
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if let Err(e) = self.engine_sys_dispatcher.execute_mut(&mut controls) {
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if let Err(e) = self.engine_sys_dispatcher.execute_mut(&mut controls) {
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@ -102,18 +99,14 @@ impl GameLoop {
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// TODO: Create system for this? or maybe merge into input system, idk
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// TODO: Create system for this? or maybe merge into input system, idk
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InputEvent::CursorEntered { .. } => {
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InputEvent::CursorEntered { .. } => {
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let mut world = self.world.lock().await;
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let mut state = self.world.with_resource(|| WindowState::new());
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let mut state = world.with_resource(|| WindowState::new());
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state.is_cursor_inside_window = true;
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state.is_cursor_inside_window = true;
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None
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None
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},
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},
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InputEvent::CursorLeft { .. } => {
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InputEvent::CursorLeft { .. } => {
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let mut world = self.world.lock().await;
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let mut state = self.world.with_resource(|| WindowState::new());
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let mut state = world.with_resource(|| WindowState::new());
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state.is_cursor_inside_window = false;
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state.is_cursor_inside_window = false;
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None
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None
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@ -127,14 +120,6 @@ impl GameLoop {
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}
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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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fn on_exit(&mut self) {
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info!("On exit!");
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info!("On exit!");
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}
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}
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@ -145,16 +130,14 @@ impl GameLoop {
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Event::DeviceEvent { device_id, event } => match event {
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Event::DeviceEvent { device_id, event } => match event {
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// convert a MouseMotion event to an InputEvent
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// convert a MouseMotion event to an InputEvent
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DeviceEvent::MouseMotion { delta } => {
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DeviceEvent::MouseMotion { delta } => {
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let mut world = self.world.lock().await;
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// make sure that the mouse is inside the window and the mouse has focus before reporting mouse motion
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// make sure that the mouse is inside the window and the mouse has focus before reporting mouse motion
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let trigger = match world.get_resource::<WindowState>() {
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let trigger = match self.world.get_resource::<WindowState>() {
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Some(window_state) if window_state.is_focused && window_state.is_cursor_inside_window => true,
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Some(window_state) if window_state.is_focused && window_state.is_cursor_inside_window => true,
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_ => false,
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_ => false,
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};
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};
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if trigger {
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if trigger {
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let event_queue = world.with_resource(|| Events::<InputEvent>::new());
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let event_queue = self.world.with_resource(|| Events::<InputEvent>::new());
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let input_event = InputEvent::MouseMotion { device_id, delta, };
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let input_event = InputEvent::MouseMotion { device_id, delta, };
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event_queue.push_back(input_event);
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event_queue.push_back(input_event);
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@ -173,8 +156,7 @@ impl GameLoop {
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// Its possible to receive multiple input events before the update event for
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// Its possible to receive multiple input events before the update event for
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// the InputSystem is called, so we must use a queue for the events.
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// the InputSystem is called, so we must use a queue for the events.
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{
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{
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let world = self.world.lock().await;
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if let Some(mut event_queue) = self.world.get_resource_mut::<EventQueue>() {
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if let Some(mut event_queue) = world.get_resource_mut::<EventQueue>() {
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event_queue.trigger_event(input_event.clone());
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event_queue.trigger_event(input_event.clone());
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};
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};
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}
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}
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},
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},
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WindowEvent::Focused(is_focused) => {
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WindowEvent::Focused(is_focused) => {
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let mut world = self.world.lock().await;
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let mut state = self.world.with_resource(|| WindowState::new());
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let mut state = world.with_resource(|| WindowState::new());
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state.is_focused = *is_focused;
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state.is_focused = *is_focused;
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},
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},
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debug!("FPS: {}fps, {:.2}ms/frame", fps, self.fps_counter.get_tick_time());
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debug!("FPS: {}fps, {:.2}ms/frame", fps, self.fps_counter.get_tick_time());
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} */
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} */
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let mut world = self.world.lock().await;
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self.renderer.as_mut().prepare(&mut self.world);
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self.renderer.as_mut().prepare(&mut world);
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if let Some(mut event_queue) = self.world.get_resource_mut::<EventQueue>() {
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if let Some(mut event_queue) = world.get_resource_mut::<EventQueue>() {
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event_queue.update_events();
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event_queue.update_events();
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}
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}
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drop(world);
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match self.renderer.as_mut().render() {
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match self.renderer.as_mut().render() {
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Ok(_) => {}
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Ok(_) => {}
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}
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}
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pub struct Game {
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pub struct Game {
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world: Option<Arc<Mutex<edict::World>>>,
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pub world: Option<edict::World>,
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plugins: VecDeque<Box<dyn Plugin>>,
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system_dispatcher: Option<SystemDispatcher>,
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system_dispatcher: Option<SystemDispatcher>,
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}
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}
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impl Default for Game {
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impl Default for Game {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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world: None,
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world: Some(edict::World::new()),
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plugins: VecDeque::new(),
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system_dispatcher: Some(SystemDispatcher::new()),
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system_dispatcher: Some(SystemDispatcher::new()),
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}
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}
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}
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}
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impl Game {
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impl Game {
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pub async fn initialize() -> Game {
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pub async fn initialize() -> Game {
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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::DEBUG >= 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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/* tracing_subscriber::registry()
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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::DEBUG))
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.init(); */
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/* tracing_subscriber::fmt()
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.with_max_level(Level::DEBUG)
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.init(); */
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info!("dheiudfgbwehifwe");
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let mut def = Self::default();
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let mut def = Self::default();
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def.system_dispatcher.as_mut().unwrap().add_system("input", InputSystem::new(), &[]);
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//def.system_dispatcher.add_system("input", InputSystem::new(), &[]);
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def
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def
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}
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}
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pub fn with_world(&mut self, world: edict::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<edict::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_system<S>(&mut self, name: &str, system: S, depends: &[&str]) -> &mut Self
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pub fn with_system<S>(&mut self, name: &str, system: S, depends: &[&str]) -> &mut Self
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where
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where
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S: SimpleSystem + 'static
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S: SimpleSystem + 'static
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{
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{
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let dispatcher = self.system_dispatcher.as_mut().unwrap();
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let system_dispatcher = self.system_dispatcher.as_mut().unwrap();
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dispatcher.add_system(name, system, depends);
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system_dispatcher.add_system(name, system, depends);
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self
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}
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/// Add a plugin to the game
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pub fn with_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_back(Box::new(plugin));
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self
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}
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pub fn with_world(&mut self, world: edict::World) -> &mut Self {
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self.world = Some(world);
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self
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self
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}
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}
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@ -323,16 +281,19 @@ impl Game {
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.with_target("lyra_engine", Level::TRACE)
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.with_target("lyra_engine", Level::TRACE)
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.with_default(Level::INFO))
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.with_default(Level::INFO))
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.init();
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.init();
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let world = self.world.take().expect("ECS World was never given to Game!");
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// setup all the plugins
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while let Some(plugin) = self.plugins.pop_front() {
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plugin.as_ref().setup(self);
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}
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// start winit event loops
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let event_loop = EventLoop::new();
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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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let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
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let systems = self.system_dispatcher.take().unwrap();
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let world = self.world.take().unwrap_or_else(|| edict::World::new());
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let system_dispatcher = self.system_dispatcher.take().unwrap();
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let mut g_loop = GameLoop::new(Arc::clone(&window), world, systems).await;
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let mut g_loop = GameLoop::new(Arc::clone(&window), world, system_dispatcher).await;
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g_loop.on_init().await;
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g_loop.on_init().await;
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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46
src/input.rs
46
src/input.rs
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@ -5,7 +5,7 @@ use glam::Vec2;
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use tracing::{warn, debug};
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use tracing::{warn, debug};
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use winit::event::{ElementState, MouseScrollDelta};
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use winit::event::{ElementState, MouseScrollDelta};
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use crate::{ecs::{SimpleSystem, EventQueue}, input_event::InputEvent};
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use crate::{ecs::{SimpleSystem, EventQueue}, input_event::InputEvent, plugin::Plugin};
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pub type KeyCode = winit::event::VirtualKeyCode;
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pub type KeyCode = winit::event::VirtualKeyCode;
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@ -84,8 +84,6 @@ impl From<winit::event::Force> for Force {
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}
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}
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}
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}
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///
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///
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/// Translated `WindowEvent::Touch` from `winit` crate
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/// Translated `WindowEvent::Touch` from `winit` crate
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#[derive(Clone, Debug, PartialEq)]
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#[derive(Clone, Debug, PartialEq)]
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pub struct Touch {
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pub struct Touch {
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@ -206,22 +204,6 @@ trait InputStorage {
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impl<T: Clone + Hash + Eq + PartialEq + 'static> InputStorage for InputButtons<T> {
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impl<T: Clone + Hash + Eq + PartialEq + 'static> InputStorage for InputButtons<T> {
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fn update_just_pressed(&mut self) {
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fn update_just_pressed(&mut self) {
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/* for (hash, button) in self.button_events.iter_mut() {
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/* if let ButtonEvent::JustPressed(b) = button {
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*button = ButtonEvent::Pressed(b.clone());
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} */
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match button {
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ButtonEvent::Pressed(_) => todo!(),
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ButtonEvent::Released(b) => {
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return false;
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},
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ButtonEvent::JustPressed(b) => {
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*button = ButtonEvent::Pressed(b.clone());
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},
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}
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} */
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self.button_events.retain(|_hash, button| {
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self.button_events.retain(|_hash, button| {
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match button {
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match button {
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// remove released, no need to keep those around.
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// remove released, no need to keep those around.
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@ -365,4 +347,30 @@ impl SimpleSystem for InputSystem {
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Ok(())
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Ok(())
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}
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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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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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fn setup(&self, game: &mut crate::game::Game) {
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game.with_system("input", input_system_fn, &[]);
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}
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}
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}
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|
@ -5,4 +5,6 @@ pub mod resources;
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pub mod ecs;
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pub mod ecs;
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pub mod math;
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pub mod math;
|
||||||
pub mod input;
|
pub mod input;
|
||||||
pub mod castable_any;
|
pub mod castable_any;
|
||||||
|
pub mod plugin;
|
||||||
|
pub mod app;
|
|
@ -0,0 +1,7 @@
|
||||||
|
use crate::game::Game;
|
||||||
|
|
||||||
|
pub trait Plugin {
|
||||||
|
/// Setup this plugin. This runs before the game has started
|
||||||
|
fn setup(&self, game: &mut Game);
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue