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