Implement the core engine methods
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1 changed files with 52 additions and 2 deletions
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@ -1,6 +1,56 @@
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use std::alloc::System;
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use crate::SceneManager;
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use crate::SceneManager;
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use crate::system::{SystemContext, SystemManager};
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use raidillon_platform::EngineTrait;
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pub struct Engine {
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pub struct Engine {
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scene_manager: SceneManager,
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pub scene_manager: SceneManager,
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// TODO: Systems
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pub system_manager: SystemManager,
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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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}
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}
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/// Run the first frame, load the world.
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fn initialize(&mut self) -> bool {
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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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};
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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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true
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}
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/// Runs every frame
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fn update(&mut self) {
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let mut ctx = SystemContext {
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scene: self.scene_manager.current_mut(),
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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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}
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}
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