wip: Changes of the week
- Move engine to a different crate - Add engine trait - Refactor the rest of the codebase to work with these changes - Add debug ui buffer, use it to finish imgui support
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20 changed files with 344 additions and 117 deletions
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@ -1,16 +1,11 @@
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use std::cell::RefCell;
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use std::rc::Rc;
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use std::sync::Arc;
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use winit::event::Event;
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use raidillon_assets::{ModelManagerRef, ModelManager};
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// TODO: Find a way to move this to raidillon_platform as it belongs there.
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// TODO: The name "Context" doesn't imply the wide role of this structure.
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/// This provides a bridge between the game logic systems (raidillon_core::System) and
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/// platform-related data/utilities.
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#[derive(Clone)]
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pub struct PlatformContext {
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/// The latest winit event.
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pub current_event: Event<()>,
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pub asset_manager: ModelManagerRef,
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pub frame_width: f32,
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40
core/src/debug_ui.rs
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40
core/src/debug_ui.rs
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@ -0,0 +1,40 @@
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pub enum UICommand {
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Text(String),
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Separator,
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}
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pub struct DebugUIBuffer {
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cmds: Vec<UICommand>,
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}
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impl DebugUIBuffer {
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pub fn new() -> DebugUIBuffer {
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DebugUIBuffer { cmds: vec![] }
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}
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// Commands
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pub fn text(&mut self, text: String) {
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self.cmds.push(UICommand::Text(text));
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}
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pub fn separator(&mut self) {
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self.cmds.push(UICommand::Separator);
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}
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pub fn write_buffer(&self, ui: &imgui::Ui) {
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for cmd in &self.cmds {
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match cmd {
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UICommand::Text(s) => {
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ui.text(s);
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}
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UICommand::Separator => {
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ui.separator();
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}
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}
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}
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}
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pub fn reset_buffer(&mut self) {
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self.cmds = vec![];
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}
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}
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@ -1,59 +1,15 @@
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use std::cell::RefCell;
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use std::rc::Rc;
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use winit::event::Event;
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use crate::SceneManager;
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use crate::system::{SystemContext, SystemManager};
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use raidillon_assets::{ModelManager, ModelManagerRef};
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use crate::context::PlatformContext;
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use crate::DebugUIBuffer;
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use crate::scene::Scene;
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pub struct Engine {
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pub scene_manager: SceneManager,
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pub system_manager: SystemManager,
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}
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impl Engine {
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pub fn new() -> Self {
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let scene_manager = SceneManager::new();
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let system_manager = SystemManager::new();
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Self {
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scene_manager,
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system_manager,
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}
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}
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/// Initialize systems, load the world.
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pub fn initialize(&mut self, platform_context: PlatformContext) {
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// Engine Loading Stage 1: initialize systems
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for (system_id, system) in self.system_manager.systems.iter_mut() {
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system.initialize();
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}
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let mut ctx = SystemContext {
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scene: self.scene_manager.current_mut(),
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platform_context,
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};
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// Engine Loading Stage 2: load world
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for (system_id, system) in self.system_manager.systems.iter_mut() {
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system.load_world(&mut ctx);
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}
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}
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/// Update the engine
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pub fn update(&mut self, platform_context: PlatformContext) {
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let mut ctx = SystemContext {
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scene: self.scene_manager.current_mut(),
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platform_context,
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};
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for (system_id, system) in self.system_manager.systems.iter_mut() {
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system.update(&mut ctx);
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}
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}
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// pub fn build_system_context(&mut self) -> SystemContext {
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// SystemContext {
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// scene: self.scene_manager.current_mut(),
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// }
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// }
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pub trait EngineTrait {
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fn new() -> Self;
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fn initialize(&mut self, platform_context: PlatformContext);
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fn update(&mut self, platform_context: PlatformContext);
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fn current_scene_mut(&mut self) -> &mut Scene;
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fn get_debug_ui_buffer(&self) -> Rc<RefCell<DebugUIBuffer>>;
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fn reset_debug_ui_buffer(&mut self);
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fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, Rc<RefCell<DebugUIBuffer>>);
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}
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@ -1,8 +1,5 @@
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mod scene;
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mod engine;
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pub mod system;
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pub mod engine;
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pub mod scene;
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pub mod context;
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pub use scene::{Scene, SceneManager};
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pub use engine::Engine;
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pub use system::{System, SystemManager};
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pub mod debug_ui;
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pub use debug_ui::*;
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@ -17,6 +17,8 @@ impl Scene {
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}
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}
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impl Scene {}
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impl AsRef<Scene> for Scene {
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fn as_ref(&self) -> &Scene {
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&self
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@ -1,38 +0,0 @@
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use crate::Scene;
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use indexmap::IndexMap;
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use winit::event::Event;
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use crate::context::PlatformContext;
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pub struct SystemContext<'a> {
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// TODO: time delta etc.
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pub scene: &'a mut Scene,
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pub platform_context: PlatformContext,
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}
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pub trait System {
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/// Initialize the system.
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fn initialize(&mut self);
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/// Spawn the first entities of the world.
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fn load_world(&mut self, ctx: &mut SystemContext);
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fn update(&mut self, ctx: &mut SystemContext);
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}
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pub type SystemID = &'static str;
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pub struct SystemManager {
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pub systems: IndexMap<SystemID, Box<dyn System>>,
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}
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impl SystemManager {
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pub fn new() -> Self {
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let systems = IndexMap::default();
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Self { systems }
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}
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pub fn add_system(&mut self, id: SystemID, system: Box<dyn System>) {
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self.systems.insert(id, system);
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}
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pub fn remove_system(&mut self, id: SystemID) {
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self.systems.shift_remove(&id);
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}
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}
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