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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@ -1,59 +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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