372 lines
12 KiB
Rust
Executable File
372 lines
12 KiB
Rust
Executable File
use std::{sync::Arc, collections::VecDeque, ptr::NonNull};
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use async_std::task::block_on;
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use lyra_ecs::{world::World, system::{System, IntoSystem}};
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use tracing::{info, error, Level};
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use tracing_appender::non_blocking;
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use tracing_subscriber::{
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layer::SubscriberExt,
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filter,
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util::SubscriberInitExt, fmt,
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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}, window::WindowOptions}, input::InputEvent, plugin::Plugin, change_tracker::Ct, EventQueue, StagedExecutor, Stage};
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#[derive(Clone, Copy, Hash, Debug)]
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pub enum GameStages {
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/// This stage runs before all other stages.
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First,
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/// This stage runs before `Update`.
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PreUpdate,
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/// This stage is where most game logic would be.
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Update,
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/// This stage is ran after `Update`.
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PostUpdate,
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/// This stage runs after all other stages.
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Last,
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}
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impl Stage for GameStages {}
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pub struct Controls<'a> {
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pub world: &'a mut World,
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}
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#[derive(Clone, Default)]
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pub struct WindowState {
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pub is_focused: bool,
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pub is_cursor_inside_window: bool,
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}
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impl WindowState {
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pub fn new() -> Self {
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Self::default()
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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: World,
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staged_exec: StagedExecutor,
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}
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impl GameLoop {
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pub async fn new(window: Arc<Window>, world: World, staged_exec: StagedExecutor) -> 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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staged_exec,
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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);
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}
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pub async fn on_init(&mut self) {
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// Create the EventQueue resource in the world
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self.world.add_resource(self.window.clone());
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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 world_ptr = NonNull::from(&self.world);
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if let Err(e) = self.staged_exec.execute(world_ptr, true) {
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error!("Error when executing staged 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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_ => {
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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 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: DeviceEvent::MouseMotion { delta } } => {
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//debug!("motion: {delta:?}");
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// convert a MouseMotion event to an InputEvent
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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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/* let trigger = matches!(self.world.get_resource::<WindowState>(), Some(window_state)
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if window_state.is_focused && window_state.is_cursor_inside_window); */
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let trigger = matches!(self.world.try_get_resource::<Ct<WindowOptions>>(), Some(window)
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if window.focused && window.cursor_inside_window);
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if trigger {
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let mut event_queue = self.world.try_get_resource_mut::<EventQueue>().unwrap();
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let input_event = InputEvent::MouseMotion { device_id, delta, };
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event_queue.trigger_event(input_event);
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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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if let Some(mut event_queue) = self.world.try_get_resource_mut::<EventQueue>() {
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event_queue.trigger_event(input_event.clone());
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};
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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 state = self.world.get_resource_or_else(WindowState::new);
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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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self.renderer.as_mut().prepare(&mut self.world);
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if let Some(mut event_queue) = self.world.try_get_resource_mut::<EventQueue>() {
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event_queue.update_events();
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}
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match self.renderer.as_mut().render() {
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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<World>,
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plugins: VecDeque<Box<dyn Plugin>>,
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system_exec: Option<StagedExecutor>,
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startup_systems: VecDeque<Box<dyn System>>,
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}
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impl Default for Game {
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fn default() -> Self {
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let mut staged = StagedExecutor::new();
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staged.add_stage(GameStages::First);
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staged.add_stage_after(GameStages::First, GameStages::PreUpdate);
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staged.add_stage_after(GameStages::PreUpdate, GameStages::Update);
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staged.add_stage_after(GameStages::Update, GameStages::PostUpdate);
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staged.add_stage_after(GameStages::PostUpdate, GameStages::Last);
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Self {
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world: Some(World::new()),
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plugins: VecDeque::new(),
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system_exec: Some(staged),
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startup_systems: VecDeque::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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Self::default()
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}
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/// Get the world of this game
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pub fn world(&mut self) -> &mut World {
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// world is always `Some`, so unwrapping is safe
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self.world.as_mut().unwrap()
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}
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/// Add a system to the ecs world
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pub fn with_system<S, A>(&mut self, name: &str, system: S, depends: &[&str]) -> &mut Self
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where
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S: IntoSystem<A>,
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<S as IntoSystem<A>>::System: 'static
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{
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let system_dispatcher = self.system_exec.as_mut().unwrap();
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system_dispatcher.add_system_to_stage(GameStages::Update, name, system.into_system(), depends);
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self
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}
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/// Add a stage.
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///
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/// This stage could run at any moment if nothing is dependent on it.
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pub fn add_stage<T: Stage>(&mut self, stage: T) -> &mut Self {
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let system_dispatcher = self.system_exec.as_mut().unwrap();
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system_dispatcher.add_stage(stage);
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self
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}
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/// Add a stage that executes after another one.
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///
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/// Parameters:
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/// * `before` - The stage that will run before `after`.
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/// * `after` - The stage that will run after `before`.
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pub fn add_stage_after<T: Stage, U: Stage>(&mut self, before: T, after: U) -> &mut Self {
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let system_dispatcher = self.system_exec.as_mut().unwrap();
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system_dispatcher.add_stage_after(before, after);
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self
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}
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/// Add a system to an already existing stage.
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///
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/// # Panics
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/// Panics if the stage was not already added to the executor
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pub fn add_system_to_stage<T, S, A>(&mut self, stage: T,
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name: &str, system: S, depends: &[&str]) -> &mut Self
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where
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T: Stage,
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S: IntoSystem<A>,
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<S as IntoSystem<A>>::System: 'static
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{
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let system_dispatcher = self.system_exec.as_mut().unwrap();
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system_dispatcher.add_system_to_stage(stage, name, system.into_system(), depends);
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self
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}
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/// Add a startup system that will be ran right after plugins are setup.
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/// They will only be ran once
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pub fn with_startup_system<S>(&mut self, system: S) -> &mut Self
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where
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S: System + 'static
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{
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self.startup_systems.push_back(Box::new(system));
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self
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}
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/// Add a plugin to the game. These are executed as they are added.
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pub fn with_plugin<P>(&mut self, plugin: P) -> &mut Self
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where
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P: Plugin + 'static
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{
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let plugin = Box::new(plugin);
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plugin.as_ref().setup(self);
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self.plugins.push_back(plugin);
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self
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}
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/// Override the default (empty) world
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///
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/// This isn't recommended, you should create a startup system and add it to `with_startup_system`
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pub fn with_world(&mut self, world: World) -> &mut Self {
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self.world = Some(world);
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self
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}
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/// Start the game
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pub async fn run(&mut self) {
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// init logging
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let (stdout_layer, _stdout_nb) = non_blocking(std::io::stdout());
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tracing_subscriber::registry()
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.with(fmt::layer().with_writer(stdout_layer))
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.with(filter::Targets::new()
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// done by prefix, so it includes all lyra subpackages
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.with_target("lyra", Level::DEBUG)
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.with_target("wgpu", Level::WARN)
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.with_default(Level::INFO))
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.init();
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let world = self.world.take().unwrap_or_default();
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// run startup systems
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while let Some(mut startup) = self.startup_systems.pop_front() {
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let startup = startup.as_mut();
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let world_ptr = NonNull::from(&world);
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startup.setup(world_ptr).expect("World returned an error!");
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startup.execute(world_ptr).expect("World returned an error!");
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}
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// start winit event loops
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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 system_dispatcher = self.system_exec.take().unwrap();
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let mut g_loop = GameLoop::new(Arc::clone(&window), world, system_dispatcher).await;
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g_loop.on_init().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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} |