Merge branch 'feature/plugins' into 'main'

This commit is contained in:
SeanOMik 2023-09-10 00:54:46 -04:00
commit eb941794dc
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
6 changed files with 156 additions and 127 deletions

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@ -30,3 +30,4 @@ edict = "0.5.0"
atomicell = "0.1.9"
aligned-vec = "0.5.0"
tracing-appender = "0.2.2"
stopwatch = "0.0.7"

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@ -1,4 +1,4 @@
use std::{collections::{HashMap, VecDeque}, any::{TypeId, Any}, cell::{RefCell, Ref, RefMut}};
use std::{collections::{HashMap, VecDeque}, any::{TypeId, Any}, cell::RefCell};
use crate::castable_any::CastableAny;

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@ -1,4 +1,4 @@
use std::sync::Arc;
use std::{sync::Arc, collections::VecDeque};
use async_std::{task::block_on, sync::Mutex};
@ -14,7 +14,7 @@ use tracing_subscriber::{
use winit::{window::{WindowBuilder, Window}, event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode, DeviceEvent}, event_loop::{EventLoop, ControlFlow}};
use crate::{render::renderer::{Renderer, BasicRenderer}, input_event::InputEvent, ecs::{SimpleSystem, SystemDispatcher, EventQueue, Events}, input::InputSystem};
use crate::{render::renderer::{Renderer, BasicRenderer}, input_event::InputEvent, ecs::{SimpleSystem, SystemDispatcher, EventQueue, Events}, input::InputSystem, plugin::Plugin};
pub struct Controls<'a> {
pub world: &'a mut edict::World,
@ -36,14 +36,14 @@ struct GameLoop {
window: Arc<Window>,
renderer: Box<dyn Renderer>,
world: Arc<Mutex<edict::World>>,
world: edict::World,
/// higher priority systems
engine_sys_dispatcher: SystemDispatcher,
user_sys_dispatcher: SystemDispatcher,
}
impl GameLoop {
pub async fn new(window: Arc<Window>, world: Arc<Mutex<edict::World>>, user_systems: SystemDispatcher) -> GameLoop {
pub async fn new(window: Arc<Window>, world: edict::World, user_systems: SystemDispatcher) -> GameLoop {
Self {
window: Arc::clone(&window),
renderer: Box::new(BasicRenderer::create_with_window(window).await),
@ -60,8 +60,7 @@ impl GameLoop {
pub async fn on_init(&mut self) {
// Create the EventQueue resource in the world
let mut world = self.world.lock().await;
world.insert_resource(EventQueue::new());
self.world.insert_resource(EventQueue::new());
}
pub fn run_sync(&mut self, event: Event<()>, control_flow: &mut ControlFlow) {
@ -69,10 +68,8 @@ impl GameLoop {
}
async fn update(&mut self) {
let mut world = self.world.lock().await;
let mut controls = Controls {
world: &mut world,
world: &mut self.world,
};
if let Err(e) = self.engine_sys_dispatcher.execute_mut(&mut controls) {
@ -102,18 +99,14 @@ impl GameLoop {
// TODO: Create system for this? or maybe merge into input system, idk
InputEvent::CursorEntered { .. } => {
let mut world = self.world.lock().await;
let mut state = world.with_resource(|| WindowState::new());
let mut state = self.world.with_resource(|| WindowState::new());
state.is_cursor_inside_window = true;
None
},
InputEvent::CursorLeft { .. } => {
let mut world = self.world.lock().await;
let mut state = world.with_resource(|| WindowState::new());
let mut state = self.world.with_resource(|| WindowState::new());
state.is_cursor_inside_window = false;
None
@ -127,14 +120,6 @@ impl GameLoop {
}
}
fn render_window() {
todo!()
}
fn render_item() {
todo!()
}
fn on_exit(&mut self) {
info!("On exit!");
}
@ -145,16 +130,14 @@ impl GameLoop {
Event::DeviceEvent { device_id, event } => match event {
// convert a MouseMotion event to an InputEvent
DeviceEvent::MouseMotion { delta } => {
let mut world = self.world.lock().await;
// make sure that the mouse is inside the window and the mouse has focus before reporting mouse motion
let trigger = match world.get_resource::<WindowState>() {
let trigger = match self.world.get_resource::<WindowState>() {
Some(window_state) if window_state.is_focused && window_state.is_cursor_inside_window => true,
_ => false,
};
if trigger {
let event_queue = world.with_resource(|| Events::<InputEvent>::new());
let event_queue = self.world.with_resource(|| Events::<InputEvent>::new());
let input_event = InputEvent::MouseMotion { device_id, delta, };
event_queue.push_back(input_event);
@ -173,8 +156,7 @@ impl GameLoop {
// Its possible to receive multiple input events before the update event for
// the InputSystem is called, so we must use a queue for the events.
{
let world = self.world.lock().await;
if let Some(mut event_queue) = world.get_resource_mut::<EventQueue>() {
if let Some(mut event_queue) = self.world.get_resource_mut::<EventQueue>() {
event_queue.trigger_event(input_event.clone());
};
}
@ -199,9 +181,7 @@ impl GameLoop {
},
WindowEvent::Focused(is_focused) => {
let mut world = self.world.lock().await;
let mut state = world.with_resource(|| WindowState::new());
let mut state = self.world.with_resource(|| WindowState::new());
state.is_focused = *is_focused;
},
@ -219,12 +199,10 @@ impl GameLoop {
debug!("FPS: {}fps, {:.2}ms/frame", fps, self.fps_counter.get_tick_time());
} */
let mut world = self.world.lock().await;
self.renderer.as_mut().prepare(&mut world);
if let Some(mut event_queue) = world.get_resource_mut::<EventQueue>() {
self.renderer.as_mut().prepare(&mut self.world);
if let Some(mut event_queue) = self.world.get_resource_mut::<EventQueue>() {
event_queue.update_events();
}
drop(world);
match self.renderer.as_mut().render() {
Ok(_) => {}
@ -246,14 +224,16 @@ impl GameLoop {
}
pub struct Game {
world: Option<Arc<Mutex<edict::World>>>,
pub world: Option<edict::World>,
plugins: VecDeque<Box<dyn Plugin>>,
system_dispatcher: Option<SystemDispatcher>,
}
impl Default for Game {
fn default() -> Self {
Self {
world: None,
world: Some(edict::World::new()),
plugins: VecDeque::new(),
system_dispatcher: Some(SystemDispatcher::new()),
}
}
@ -261,55 +241,31 @@ impl Default for Game {
impl Game {
pub async fn initialize() -> Game {
/* let filter = FilterFn::new(|metadata| {
metadata.module_path()
.unwrap_or_else(|| metadata.target())
.starts_with("lyra_engine") && (LevelFilter::DEBUG >= metadata.level().to_owned())
});
let layer = tracing_subscriber::fmt::layer();
tracing_subscriber::registry()
.with(layer.with_filter(filter))
.init(); */
/* tracing_subscriber::registry()
.with(fmt::layer().with_writer(stdout_layer))
.with(filter::Targets::new()
.with_target("lyra_engine", Level::TRACE)
.with_default(Level::DEBUG))
.init(); */
/* tracing_subscriber::fmt()
.with_max_level(Level::DEBUG)
.init(); */
info!("dheiudfgbwehifwe");
let mut def = Self::default();
def.system_dispatcher.as_mut().unwrap().add_system("input", InputSystem::new(), &[]);
def
}
pub fn with_world(&mut self, world: edict::World) -> &mut Self {
self.world = Some(Arc::new(Mutex::new(world)));
self
}
pub fn with_world_arc(&mut self, world: Arc<Mutex<edict::World>>) -> &mut Self {
self.world = Some(world);
self
Self::default()
}
pub fn with_system<S>(&mut self, name: &str, system: S, depends: &[&str]) -> &mut Self
where
S: SimpleSystem + 'static
{
let dispatcher = self.system_dispatcher.as_mut().unwrap();
dispatcher.add_system(name, system, depends);
let system_dispatcher = self.system_dispatcher.as_mut().unwrap();
system_dispatcher.add_system(name, system, depends);
self
}
/// Add a plugin to the game
pub fn with_plugin<P>(&mut self, plugin: P) -> &mut Self
where
P: Plugin + 'static
{
self.plugins.push_back(Box::new(plugin));
self
}
pub fn with_world(&mut self, world: edict::World) -> &mut Self {
self.world = Some(world);
self
}
@ -321,18 +277,22 @@ impl Game {
.with(fmt::layer().with_writer(stdout_layer))
.with(filter::Targets::new()
.with_target("lyra_engine", Level::TRACE)
.with_default(Level::INFO))
.with_target("wgpu_core", Level::INFO)
.with_default(Level::DEBUG))
.init();
let world = self.world.take().expect("ECS World was never given to Game!");
// setup all the plugins
while let Some(plugin) = self.plugins.pop_front() {
plugin.as_ref().setup(self);
}
// start winit event loops
let event_loop = EventLoop::new();
let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
let systems = self.system_dispatcher.take().unwrap();
let mut g_loop = GameLoop::new(Arc::clone(&window), world, systems).await;
let world = self.world.take().unwrap_or_else(|| edict::World::new());
let system_dispatcher = self.system_dispatcher.take().unwrap();
let mut g_loop = GameLoop::new(Arc::clone(&window), world, system_dispatcher).await;
g_loop.on_init().await;
event_loop.run(move |event, _, control_flow| {

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@ -5,7 +5,7 @@ use glam::Vec2;
use tracing::{warn, debug};
use winit::event::{ElementState, MouseScrollDelta};
use crate::{ecs::{SimpleSystem, EventQueue}, input_event::InputEvent};
use crate::{ecs::{SimpleSystem, EventQueue}, input_event::InputEvent, plugin::Plugin};
pub type KeyCode = winit::event::VirtualKeyCode;
@ -84,8 +84,6 @@ impl From<winit::event::Force> for Force {
}
}
///
///
/// Translated `WindowEvent::Touch` from `winit` crate
#[derive(Clone, Debug, PartialEq)]
pub struct Touch {
@ -206,22 +204,6 @@ trait InputStorage {
impl<T: Clone + Hash + Eq + PartialEq + 'static> InputStorage for InputButtons<T> {
fn update_just_pressed(&mut self) {
/* for (hash, button) in self.button_events.iter_mut() {
/* if let ButtonEvent::JustPressed(b) = button {
*button = ButtonEvent::Pressed(b.clone());
} */
match button {
ButtonEvent::Pressed(_) => todo!(),
ButtonEvent::Released(b) => {
return false;
},
ButtonEvent::JustPressed(b) => {
*button = ButtonEvent::Pressed(b.clone());
},
}
} */
self.button_events.retain(|_hash, button| {
match button {
// remove released, no need to keep those around.
@ -239,26 +221,10 @@ impl<T: Clone + Hash + Eq + PartialEq + 'static> InputStorage for InputButtons<T
}
}
pub struct InputSystem {
gilrs: Option<Arc<Mutex<Gilrs>>>, // TODO
}
#[derive(Default)]
pub struct InputSystem;
impl InputSystem {
pub(crate) fn new() -> Self {
let gilrs = match Gilrs::new() {
Ok(g) => Some(Arc::new(Mutex::new(g))),
Err(e) => {
warn!("Failure to initialize gilrs, gamepads will not work!\n{}", e);
None
}
};
Self {
gilrs,
}
}
pub fn update(&mut self, event: &InputEvent, world: &mut edict::World) -> bool {
let event_queue = world.get_resource_mut::<EventQueue>();
if event_queue.is_none() {
@ -365,4 +331,14 @@ impl SimpleSystem for InputSystem {
Ok(())
}
}
/// Plugin that runs InputSystem
#[derive(Default)]
pub struct InputPlugin;
impl Plugin for InputPlugin {
fn setup(&self, game: &mut crate::game::Game) {
game.with_system("input", InputSystem::default(), &[]);
}
}

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@ -5,4 +5,20 @@ pub mod resources;
pub mod ecs;
pub mod math;
pub mod input;
pub mod castable_any;
pub mod castable_any;
pub mod plugin;
use plugin::Plugin;
use crate::input::InputPlugin;
/// Default plugins of Lyra. Make sure to have these added to the Game first
#[derive(Default)]
pub struct DefaultPlugins;
impl Plugin for DefaultPlugins {
fn setup(&self, game: &mut game::Game) {
// setup input
InputPlugin::default().setup(game);
}
}

76
src/plugin.rs Normal file
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@ -0,0 +1,76 @@
use crate::game::Game;
/// A Plugin is something you can add to a `Game` that can be used to define systems, or spawn initial entities.
pub trait Plugin {
/// Setup this plugin. This runs before the game has started
fn setup(&self, game: &mut Game);
}
impl<P> Plugin for P
where P: Fn(&mut Game)
{
fn setup(&self, game: &mut Game) {
self(game);
}
}
/// Represents a set of plugins that will be executed in order they are supplied.
#[derive(Default)]
pub struct PluginSet {
/// A set of plugins that will be executed in order
pub plugins: Vec<Box<dyn Plugin>>,
}
impl PluginSet {
pub fn new() -> Self {
Self::default()
}
pub fn add_plugin<P>(&mut self, plugin: P) -> &mut Self
where
P: Plugin + 'static
{
self.plugins.push(Box::new(plugin));
self
}
}
impl Plugin for PluginSet {
fn setup(&self, game: &mut Game) {
for plugin in self.plugins.iter() {
plugin.setup(game);
}
}
}
// Macro used for implementing PluginSet for tuples
macro_rules! impl_tuple_plugin_set {
( $(($name: ident, $index: tt))+ ) => (
impl<$($name: Plugin + 'static),+> From<($($name,)+)> for PluginSet {
fn from(value: ($($name,)+)) -> Self {
let plugins = vec![$(Box::new(value.$index) as Box<(dyn Plugin + 'static)>),+];
Self {
plugins,
}
}
}
);
}
impl_tuple_plugin_set! { (C0, 0) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) }
impl_tuple_plugin_set! { (C0, 0) (C1, 1) (C2, 2) (C3, 3) (C4, 4) (C5, 5) (C6, 6) (C7, 7) (C8, 8) (C9, 9) }
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) }
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) }
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) }
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) }
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) }