Add per-event handling to systems

This commit is contained in:
Emre Osmanoğlu 2025-09-10 15:03:49 +03:00
parent 0c0d5cdb2a
commit ee2999a0d5
5 changed files with 95 additions and 78 deletions

View file

@ -1,22 +1,22 @@
use crate::GliumAssetManager;
use crate::render::BasicMeshRenderingSystem;
use crate::render::debug_ui::ImguiBridge;
use crate::system::{RenderingContext, RenderingSystem, RenderingSystemManager, SystemID};
use glium::Surface;
use glium::backend::glutin::Display;
use glium::backend::glutin::SimpleWindowBuilder;
use glium::glutin::surface::WindowSurface;
use glium::winit::event_loop::EventLoop;
use glium::winit::window::Window;
use raidillon_assets::ModelManagerRef;
use raidillon_core::engine::EngineTrait;
use raidillon_engine::Engine;
use raidillon_platform::{Platform, PlatformContext};
use std::cell::RefCell;
use std::rc::Rc;
use std::str::FromStr;
use std::sync::{Arc, RwLock};
use raidillon_platform::{Platform, PlatformContext};
use glium::winit::event_loop::EventLoop;
use glium::winit::window::Window;
use glium::backend::glutin::Display;
use glium::glutin::surface::WindowSurface;
use glium::backend::glutin::SimpleWindowBuilder;
use glium::Surface;
use crate::system::{RenderingSystemManager, RenderingSystem, RenderingContext, SystemID};
use winit::event::{Event, WindowEvent};
use raidillon_assets::{ModelManager, ModelManagerRef};
use raidillon_core::engine::EngineTrait;
use raidillon_engine::Engine;
use crate::{GliumAssetManager};
use crate::render::debug_ui::ImguiBridge;
use crate::render::BasicMeshRenderingSystem;
pub const MESH_RENDERER: &str = "mesh_renderer";
pub const DEBUG_UI_RENDERER: &str = "debug_ui_renderer";
@ -41,13 +41,15 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
.with_inner_size(width, height)
.build(&event_loop);
let asset_manager: ModelManagerRef = Rc::new(RefCell::new(Box::new(GliumAssetManager::new(Box::new(display.clone())))));
let asset_manager: ModelManagerRef = Rc::new(RefCell::new(Box::new(
GliumAssetManager::new(Box::new(display.clone())),
)));
let mut rendering_system_manager = RenderingSystemManager::new();
// Install rendering systems
rendering_system_manager.add_system(
MESH_RENDERER,
Box::new(BasicMeshRenderingSystem::initialize(&display, &window))
Box::new(BasicMeshRenderingSystem::initialize(&display, &window)),
);
rendering_system_manager.add_system(
@ -75,6 +77,9 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
};
self.engine.initialize(ctx.clone());
let _ = &self.event_loop.run(move |event, el| {
let mut ctx2 = ctx.clone();
ctx2.current_event = event.clone();
self.engine.handle_event(ctx2.clone());
self.rendering_system_manager
.systems
.iter_mut()
@ -85,11 +90,12 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
WindowEvent::CloseRequested => {
// TODO: Run uninitialize on renderer and engine
el.exit();
},
}
WindowEvent::RedrawRequested => {
let mut target = self.display.draw();
target.clear_color_and_depth((0.1, 0.1, 0.15, 1.0), 1.0);
let (scene_mut, debug_ui_buffer) = self.engine.scene_and_debug_ui_buffer_mut();
let (scene_mut, debug_ui_buffer) =
self.engine.scene_and_debug_ui_buffer_mut();
let mut context = RenderingContext {
scene: scene_mut,
target: &mut target,
@ -104,11 +110,9 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
.for_each(|(_, system)| system.render(&mut context));
target.finish().unwrap();
}
_ => {},
_ => {}
},
Event::AboutToWait => {
let mut ctx2 = ctx.clone();
ctx2.current_event = event.clone();
self.engine.update(ctx2);
self.rendering_system_manager
.systems
@ -116,7 +120,7 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
.for_each(|(_, system)| system.prepare_frame(&mut self.window));
self.window.request_redraw();
}
_ => {},
_ => {}
}
});
}