Replace contexts with resources

- Implements a new macro to generate code for a new structure: TypeMap
- TypeMaps are wrappers for HashMaps that use TypeIDs as keys.
- Refactor the entire codebase to use the new resource structures.
- This commit is the first step towards getting rid of "god context objects everywhere".
This commit is contained in:
reo 2025-10-15 22:33:04 +03:00
parent 6e42d94b44
commit ef055a1bda
16 changed files with 287 additions and 93 deletions

View file

@ -3,15 +3,22 @@ use std::rc::Rc;
use raidillon_core::scene::{Scene, SceneManager};
use crate::system::{SystemContext, SystemManager};
use raidillon_platform::PlatformContext;
use raidillon_core::DebugUIBuffer;
use raidillon_core::{define_typemap, DebugUIBuffer};
use raidillon_core::engine::EngineTrait;
use crate::input::InputState;
use crate::resources::EngineResources;
pub struct Engine {
pub scene_manager: SceneManager,
pub system_manager: SystemManager,
debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
input_state: Rc<RefCell<InputState>>,
pub resources: EngineResources,
}
impl Engine {
fn load_default_resources(&mut self) {
let input = InputState::default();
self.resources.insert(input);
}
}
impl EngineTrait for Engine {
@ -19,12 +26,13 @@ impl EngineTrait for Engine {
fn new() -> Self {
let scene_manager = SceneManager::new();
let system_manager = SystemManager::new();
Self {
let mut s = Self {
scene_manager,
system_manager,
debug_ui_buffer: Rc::new(RefCell::new(DebugUIBuffer::new())),
input_state: Default::default(),
}
resources: EngineResources::new(),
};
s.load_default_resources();
s
}
/// Initialize systems, load the world.
@ -33,60 +41,35 @@ impl EngineTrait for Engine {
for system in self.system_manager.systems.values_mut() {
system.initialize();
}
let mut ctx = SystemContext {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
input_state: self.input_state.clone(),
};
self.resources.insert(platform_context);
// Engine Loading Stage 2: load world
for system in self.system_manager.systems.values_mut() {
system.load_world(&mut ctx);
system.load_world(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
/// Update the engine
fn frame_update(&mut self, platform_context: PlatformContext) {
self.debug_ui_buffer.borrow_mut().reset_buffer();
let mut ctx = SystemContext {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
input_state: self.input_state.clone(),
};
self.scene_manager.current_mut().resources.get_mut::<DebugUIBuffer>().unwrap().reset_buffer();
self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() {
system.frame_update(&mut ctx);
system.frame_update(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
fn fixed_update(&mut self, platform_context: PlatformContext) {
let mut ctx = SystemContext {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
input_state: self.input_state.clone(),
};
self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() {
system.fixed_update(&mut ctx);
system.fixed_update(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
fn handle_event(&mut self, platform_context: PlatformContext) {
self.input_state.borrow_mut().handle_event(&platform_context.current_event);
let mut ctx = SystemContext {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
input_state: self.input_state.clone(),
};
// self.input_state.borrow_mut().handle_event(&platform_context.current_event);
self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() {
system.handle_event(&mut ctx);
system.handle_event(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
@ -100,16 +83,20 @@ impl EngineTrait for Engine {
self.scene_manager.current_mut()
}
fn get_debug_ui_buffer(&self) -> Rc<RefCell<DebugUIBuffer>> {
self.debug_ui_buffer.clone()
fn current_scene(&self) -> &Scene {
self.scene_manager.current()
}
fn get_debug_ui_buffer(&self) -> &DebugUIBuffer {
self.scene_manager.current().resources.get::<DebugUIBuffer>().unwrap()
}
fn reset_debug_ui_buffer(&mut self) {
self.debug_ui_buffer.borrow_mut().reset_buffer();
self.scene_manager.current_mut().resources.get_mut::<DebugUIBuffer>().unwrap().reset_buffer();
}
fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, Rc<RefCell<DebugUIBuffer>>) {
let (sm, dub) = (&mut self.scene_manager, &mut self.debug_ui_buffer);
(sm.current_mut(), dub.clone())
}
// fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, &DebugUIBuffer) {
// let (sm, dub) = (&mut self.scene_manager, self.scene_manager.current().resources.get::<DebugUIBuffer>().unwrap());
// (sm.current_mut(), dub)
// }
}

View file

@ -2,5 +2,7 @@ pub mod engine;
pub mod system;
mod input;
pub mod systems;
mod resources;
pub use crate::engine::Engine;
pub use crate::resources::EngineResources;

3
engine/src/resources.rs Normal file
View file

@ -0,0 +1,3 @@
use raidillon_core::define_typemap;
define_typemap!(EngineResources,);

View file

@ -6,6 +6,7 @@ use std::any::TypeId;
use std::cell::RefCell;
use std::rc::Rc;
use crate::input::InputState;
use crate::resources::EngineResources;
pub struct SystemContext<'a> {
pub scene: &'a mut Scene,
@ -18,10 +19,10 @@ pub trait System {
/// Initialize the system.
fn initialize(&mut self) {}
/// Spawn the first entities of the world.
fn load_world(&mut self, _ctx: &mut SystemContext) {}
fn handle_event(&mut self, _ctx: &mut SystemContext) {}
fn fixed_update(&mut self, _ctx: &mut SystemContext) {}
fn frame_update(&mut self, _ctx: &mut SystemContext) {}
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
}
pub struct SystemManager {

View file

@ -5,7 +5,10 @@ use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::CursorGrabMode;
use raidillon_assets::model_path;
use raidillon_platform::Camera;
use raidillon_platform::{Camera, PlatformContext};
use crate::input::InputState;
use crate::resources::EngineResources;
use raidillon_core::scene::Scene;
pub struct FPSDebugCameraSystem {
mouse_delta: (f64, f64),
@ -32,20 +35,22 @@ impl Default for FPSDebugCameraSystem {
}
impl System for FPSDebugCameraSystem {
fn load_world(&mut self, ctx: &mut SystemContext) {
ctx.scene.world.spawn((Camera {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
scene.world.spawn((Camera {
eye: Vec3::new(0.0, 0.0, 2.0),
center: Vec3::ZERO,
up: Vec3::Y,
fovy: 60_f32.to_radians(),
aspect: ctx.platform_context.frame_width / ctx.platform_context.frame_height,
aspect: pctx.frame_width / pctx.frame_height,
znear: 0.1,
zfar: 100.0,
},));
}
fn handle_event(&mut self, ctx: &mut SystemContext) {
let event2 = ctx.platform_context.current_event.clone();
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
let event2 = pctx.current_event.clone();
match event2 {
Event::DeviceEvent { device_id, event} => {
match event {
@ -60,7 +65,7 @@ impl System for FPSDebugCameraSystem {
WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Right {
// blood and tear
let window = ctx.platform_context.window.lock().unwrap();
let window = pctx.window.lock().unwrap();
match state {
ElementState::Pressed => {
if window
@ -86,7 +91,10 @@ impl System for FPSDebugCameraSystem {
}
}
fn frame_update(&mut self, ctx: &mut SystemContext) {
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
let input = res.get::<InputState>().unwrap();
if self.mouse_enabled {
self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
@ -95,22 +103,21 @@ impl System for FPSDebugCameraSystem {
let front = self.front();
let right_vec = front.cross(Vec3::Y).normalize();
let input = ctx.input_state.borrow_mut();
if input.key_held(KeyCode::KeyW) {
self.position += front * ctx.platform_context.time_ctx.frame_dt * self.speed;
self.position += front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyS) {
self.position -= front * ctx.platform_context.time_ctx.frame_dt * self.speed;
self.position -= front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyA) {
self.position -= right_vec * ctx.platform_context.time_ctx.frame_dt * self.speed;
self.position -= right_vec * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyD) {
self.position += right_vec * ctx.platform_context.time_ctx.frame_dt * self.speed;
self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
}
ctx.scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
camera.eye = self.position;
camera.center = self.position + front;
});