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)
// }
}