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
12
engine/Cargo.toml
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12
engine/Cargo.toml
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[package]
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name = "raidillon_engine"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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raidillon_assets = { path = "../asset" }
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raidillon_core = { path = "../core" }
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raidillon_platform = { path = "../platform" }
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winit = "0.30.12"
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hecs = "0.10.5"
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indexmap = "2.10.0"
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83
engine/src/engine.rs
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83
engine/src/engine.rs
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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 raidillon_core::scene::{Scene, SceneManager};
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use crate::system::{SystemContext, SystemManager};
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use raidillon_assets::{ModelManager, ModelManagerRef};
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use raidillon_core::context::PlatformContext;
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use raidillon_core::DebugUIBuffer;
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use raidillon_core::engine::{EngineTrait};
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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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debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
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}
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impl EngineTrait for Engine {
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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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debug_ui_buffer: Rc::new(RefCell::new(DebugUIBuffer::new())),
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}
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}
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/// Initialize systems, load the world.
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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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debug_ui_buffer: self.debug_ui_buffer.clone(),
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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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fn update(&mut self, platform_context: PlatformContext) {
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self.debug_ui_buffer.borrow_mut().reset_buffer();
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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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debug_ui_buffer: self.debug_ui_buffer.clone(),
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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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fn current_scene_mut(&mut self) -> &mut Scene {
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self.scene_manager.current_mut()
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}
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fn get_debug_ui_buffer(&self) -> Rc<RefCell<DebugUIBuffer>> {
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self.debug_ui_buffer.clone()
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}
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fn reset_debug_ui_buffer(&mut self) {
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self.debug_ui_buffer.borrow_mut().reset_buffer();
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}
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fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, Rc<RefCell<DebugUIBuffer>>) {
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let (sm, dub) = (&mut self.scene_manager, &mut self.debug_ui_buffer);
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(sm.current_mut(), dub.clone())
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}
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}
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4
engine/src/lib.rs
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4
engine/src/lib.rs
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pub mod engine;
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pub mod system;
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pub use crate::engine::Engine;
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42
engine/src/system.rs
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42
engine/src/system.rs
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use std::cell::RefCell;
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use std::rc::Rc;
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use raidillon_core::scene::Scene;
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use indexmap::IndexMap;
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use winit::event::Event;
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use raidillon_core::context::PlatformContext;
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use raidillon_core::DebugUIBuffer;
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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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pub debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
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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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