use lyra_resource::ResourceManager; use crate::ecs::EventsPlugin; use crate::game::Game; use crate::input::InputPlugin; use crate::render::window::WindowPlugin; /// 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); fn is_ready(&self, _game: &mut Game) -> bool { true } fn complete(&self, _game: &mut Game) { } fn cleanup(&self, _game: &mut Game) { } } impl

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>, } impl PluginSet { pub fn new() -> Self { Self::default() } pub fn add_plugin

(&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) } #[derive(Default)] pub struct ResourceManagerPlugin; impl Plugin for ResourceManagerPlugin { fn setup(&self, game: &mut Game) { game.world().insert_resource(ResourceManager::new()); } } /// 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) { // setup input EventsPlugin.setup(game); InputPlugin.setup(game); ResourceManagerPlugin.setup(game); WindowPlugin::default().setup(game); } }