use std::{sync::Arc}; use async_std::{task::block_on, sync::Mutex}; use specs::{Dispatcher, World}; use tracing::{metadata::LevelFilter, info, debug, warn}; use tracing_subscriber::{ layer::{Layer, SubscriberExt}, filter::FilterFn, util::SubscriberInitExt, }; use winit::{window::{WindowBuilder, Window}, event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode}, event_loop::{EventLoop, ControlFlow}}; use crate::{renderer::{Renderer, BasicRenderer}, input_event::InputEvent}; struct GameLoop<'a, 'b> { window: Arc, renderer: Box, world: Arc>, system_dispatchers: Vec>, } impl<'a, 'b> GameLoop<'a, 'b> { pub async fn new(window: Arc, world: Arc>, system_dispatchers: Vec>) -> GameLoop<'a, 'b> { Self { window: Arc::clone(&window), renderer: Box::new(BasicRenderer::create_with_window(window).await), world, system_dispatchers, } } 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 world = self.world.lock().await; for dispatcher in self.system_dispatchers.iter_mut() { dispatcher.dispatch(&world); } } 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) }, _ => { 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::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) { 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; }, _ => {} } } }, Event::RedrawRequested(window_id) if window_id == self.window.id() => { self.update().await; match self.renderer.as_mut().render().await { Ok(_) => {} // Reconfigure the surface if lost Err(wgpu::SurfaceError::Lost) => self.on_resize(self.renderer.as_ref().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<'a, 'b> { world: Option>>, system_dispatchers: Option>>, } impl<'a, 'b> Default for Game<'a, 'b> { fn default() -> Self { Self { world: None, system_dispatchers: None, } } } impl<'a, 'b> Game<'static, 'static> { pub async fn initialize() -> Game<'static, 'static> { let filter = FilterFn::new(|metadata| { metadata.module_path() .unwrap_or_else(|| metadata.target()) .starts_with("lyra_engine") && (LevelFilter::INFO >= 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_dispatchers(&mut self, dispatchers: Vec>) -> &mut Self { self.system_dispatchers = Some(dispatchers); self } pub fn with_dispatcher(&mut self, dispatcher: Dispatcher<'static, 'static>) -> &mut Self { self.system_dispatchers.get_or_insert_with(|| Vec::new()).push(dispatcher); self } pub async fn run(&mut self) { let world = self.world.take().expect("ECS World was never given to Game!"); let system_dispatchers = self.system_dispatchers .take().unwrap_or_else(|| Vec::new()); let event_loop = EventLoop::new(); let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap()); let mut g_loop = GameLoop::new(Arc::clone(&window), world, system_dispatchers).await; event_loop.run(move |event, _, control_flow| { g_loop.run_sync(event, control_flow); }); } }