use std::{sync::Arc, cell::RefCell, borrow::Borrow, collections::VecDeque}; use async_std::{task::block_on, sync::Mutex}; //use hecs::World; use instant::Instant; use resources::{Resources, Resource}; use tracing::{metadata::LevelFilter, info, debug, warn, error}; use tracing_subscriber::{ layer::{Layer, SubscriberExt}, filter::FilterFn, util::SubscriberInitExt, }; use winit::{window::{WindowBuilder, Window}, event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode, DeviceEvent}, event_loop::{EventLoop, ControlFlow}}; use crate::{render::{renderer::{Renderer, BasicRenderer}, render_job::RenderJob}, input_event::InputEvent, ecs::{components::{mesh::MeshComponent, transform::TransformComponent}, SimpleSystem, SystemDispatcher, world::World, resources::{WindowState, Events}}, input::Input}; pub struct Controls<'a> { pub world: &'a mut World, pub resources: &'a mut Resources, } struct TickCounter { counter: u32, last_second: Instant, changed: bool, tps: f32, /// the time (in seconds) that passes between each tick tick_time: f32 } impl TickCounter { fn new() -> Self { Self { counter: 0, last_second: Instant::now(), tps: 0.0, changed: false, tick_time: 0.0, } } /// Returns true if the tps changed fn tick(&mut self) -> bool { self.counter += 1; if self.last_second.elapsed().as_secs() > 0 { self.tick_time = 1000.0 / self.counter as f32; self.tps = self.counter as f32; self.changed = true; self.counter = 0; self.last_second = Instant::now(); } self.changed } /// Gets the change in ticks per second fn get_change(&mut self) -> Option { match self.changed { true => { self.changed = false; Some(self.tps) }, false => None, } } /// Get the time (in seconds) between ticks fn get_tick_time(&self) -> f32 { self.tick_time } } struct GameLoop { window: Arc, renderer: Box, world: Arc>, resources: Arc>, /// higher priority systems engine_sys_dispatcher: SystemDispatcher, user_sys_dispatcher: SystemDispatcher, fps_counter: TickCounter, } impl GameLoop { pub async fn new(window: Arc, world: Arc>, resources: Arc>, user_systems: SystemDispatcher) -> GameLoop { Self { window: Arc::clone(&window), renderer: Box::new(BasicRenderer::create_with_window(window).await), world, resources, engine_sys_dispatcher: SystemDispatcher::new(), user_sys_dispatcher: user_systems, fps_counter: TickCounter::new(), } } pub async fn on_resize(&mut self, new_size: winit::dpi::PhysicalSize) { self.renderer.on_resize(new_size).await; } pub fn run_sync(&mut self, event: Event<()>, control_flow: &mut ControlFlow) { block_on(self.run_event_loop(event, control_flow)) } async fn update(&mut self) { let mut world = self.world.lock().await; let mut resources = self.resources.lock().await; world.clear_events(); let mut controls = Controls { world: &mut world, resources: &mut resources }; if let Err(e) = self.engine_sys_dispatcher.execute_mut(&mut controls) { error!("Error when executing engine ecs systems: '{}'", e); } if let Err(e) = self.user_sys_dispatcher.execute_mut(&mut controls) { error!("Error when executing user ecs systems: '{}'", e); } } async fn input_update(&mut self, event: &InputEvent) -> Option { match event { InputEvent::KeyboardInput { input: KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. }, .. } => { self.on_exit(); Some(ControlFlow::Exit) }, // TODO: Create system for this? or maybe merge into input system, idk InputEvent::CursorEntered { .. } => { let mut world = self.world.lock().await; let state = match world.query_res_mut::() { Some(i) => i, None => { world.insert_resource(WindowState::new()); // must succeed since it was just added world.query_res_mut::().unwrap() } }; state.is_cursor_inside_window = true; None }, InputEvent::CursorLeft { .. } => { let mut world = self.world.lock().await; let state = match world.query_res_mut::() { Some(i) => i, None => { world.insert_resource(WindowState::new()); // must succeed since it was just added world.query_res_mut::().unwrap() } }; state.is_cursor_inside_window = false; None } _ => { //debug!("Got unhandled input event: \"{:?}\"", event); None } } } fn render_window() { todo!() } fn render_item() { todo!() } fn on_exit(&mut self) { info!("On exit!"); } pub async fn run_event_loop(&mut self, event: Event<'_, ()>, control_flow: &mut ControlFlow) { *control_flow = ControlFlow::Poll; match event { 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 if let Some(window_state) = world.query_res::() { if window_state.is_focused && window_state.is_cursor_inside_window { let event_queue = world.query_or_insert_res::> (|| Box::new(Events::::new())); let input_event = InputEvent::MouseMotion { device_id, delta, }; event_queue.push_back(input_event); } } }, _ => {} }, Event::WindowEvent { ref event, window_id, } if window_id == self.window.id() => { // If try_from failed, that means that the WindowEvent is not an // input related event. if let Ok(input_event) = InputEvent::try_from(event) { // 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 mut world = self.world.lock().await; world.trigger_event(input_event.clone()); /* let event_queue = match world.query_res_mut::>() { Some(i) => i, None => { world.insert_resource(VecDeque::::new()); // must succeed since it was just added world.query_res_mut::>().unwrap() } }; event_queue.push_back(input_event.clone()); */ } if let Some(new_control) = self.input_update(&input_event).await { *control_flow = new_control; } } else { match event { WindowEvent::CloseRequested => { self.on_exit(); *control_flow = ControlFlow::Exit }, WindowEvent::Resized(physical_size) => { self.on_resize(*physical_size).await; }, WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { self.on_resize(**new_inner_size).await; }, WindowEvent::Focused(is_focused) => { let mut world = self.world.lock().await; let state = match world.query_res_mut::() { Some(s) => s, None => { world.insert_resource(WindowState::new()); // must succeed since it was just added world.query_res_mut::().unwrap() } }; state.is_focused = *is_focused; }, _ => {} } } }, Event::RedrawRequested(window_id) if window_id == self.window.id() => { // Update the world self.update().await; /* self.fps_counter.tick(); if let Some(fps) = self.fps_counter.get_change() { 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).await; world.clear_updated_resources(); drop(world); match self.renderer.as_mut().render().await { Ok(_) => {} // Reconfigure the surface if lost Err(wgpu::SurfaceError::Lost) => self.on_resize(self.renderer.as_ref().surface_size()).await, // The system is out of memory, we should probably quit Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit, // All other errors (Outdated, Timeout) should be resolved by the next frame Err(e) => eprintln!("{:?}", e), } }, Event::MainEventsCleared => { self.window.request_redraw(); }, _ => {} } } } pub struct Game { world: Option>>, resources: Option>>, system_dispatcher: Option } impl Default for Game { fn default() -> Self { Self { world: None, resources: Some(Arc::new(Mutex::new(Resources::new()))), system_dispatcher: Some(SystemDispatcher::new()), } } } 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(); Self::default() } pub fn with_world(&mut self, world: World) -> &mut Self { self.world = Some(Arc::new(Mutex::new(world))); self } pub fn with_world_arc(&mut self, world: Arc>) -> &mut Self { self.world = Some(world); self } pub fn with_system(&mut self, name: &str, system: S, depends: &[&str]) -> &mut Self where S: SimpleSystem + 'static { let depends: Vec = depends .iter() .map(|s| s.to_string()) .collect(); let dispatcher = self.system_dispatcher.as_mut().unwrap(); dispatcher.add_system(name.to_string(), Box::new(system), depends); self } pub async fn with_res(&mut self, r: T) -> &mut Self where T: Resource { let resources = self.resources.as_mut().unwrap(); let mut resources = resources.lock().await; resources.insert(r); drop(resources); self } pub async fn run(&mut self) { let world = self.world.take().expect("ECS World was never given to Game!"); let resources = self.resources.take().unwrap(); 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, resources, systems).await; event_loop.run(move |event, _, control_flow| { g_loop.run_sync(event, control_flow); }); } }