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".
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parent
6e42d94b44
commit
ef055a1bda
16 changed files with 287 additions and 93 deletions
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@ -3,15 +3,22 @@ use std::rc::Rc;
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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_platform::PlatformContext;
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use raidillon_core::DebugUIBuffer;
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use raidillon_core::{define_typemap, DebugUIBuffer};
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use raidillon_core::engine::EngineTrait;
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use crate::input::InputState;
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use crate::resources::EngineResources;
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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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input_state: Rc<RefCell<InputState>>,
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pub resources: EngineResources,
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}
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impl Engine {
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fn load_default_resources(&mut self) {
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let input = InputState::default();
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self.resources.insert(input);
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}
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}
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impl EngineTrait for Engine {
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@ -19,12 +26,13 @@ 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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let mut s = 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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input_state: Default::default(),
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}
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resources: EngineResources::new(),
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};
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s.load_default_resources();
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s
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}
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/// Initialize systems, load the world.
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@ -33,60 +41,35 @@ impl EngineTrait for Engine {
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for system in self.system_manager.systems.values_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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input_state: self.input_state.clone(),
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};
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self.resources.insert(platform_context);
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// Engine Loading Stage 2: load world
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for system in self.system_manager.systems.values_mut() {
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system.load_world(&mut ctx);
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system.load_world(&mut self.resources, &mut self.scene_manager.current_mut());
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}
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}
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/// Update the engine
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fn frame_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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input_state: self.input_state.clone(),
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};
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self.scene_manager.current_mut().resources.get_mut::<DebugUIBuffer>().unwrap().reset_buffer();
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self.resources.insert(platform_context);
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for system in self.system_manager.systems.values_mut() {
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system.frame_update(&mut ctx);
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system.frame_update(&mut self.resources, &mut self.scene_manager.current_mut());
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}
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}
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fn fixed_update(&mut self, platform_context: PlatformContext) {
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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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input_state: self.input_state.clone(),
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};
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self.resources.insert(platform_context);
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for system in self.system_manager.systems.values_mut() {
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system.fixed_update(&mut ctx);
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system.fixed_update(&mut self.resources, &mut self.scene_manager.current_mut());
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}
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}
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fn handle_event(&mut self, platform_context: PlatformContext) {
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self.input_state.borrow_mut().handle_event(&platform_context.current_event);
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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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input_state: self.input_state.clone(),
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};
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// self.input_state.borrow_mut().handle_event(&platform_context.current_event);
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self.resources.insert(platform_context);
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for system in self.system_manager.systems.values_mut() {
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system.handle_event(&mut ctx);
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system.handle_event(&mut self.resources, &mut self.scene_manager.current_mut());
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}
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}
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@ -100,16 +83,20 @@ impl EngineTrait for Engine {
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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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fn current_scene(&self) -> &Scene {
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self.scene_manager.current()
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}
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fn get_debug_ui_buffer(&self) -> &DebugUIBuffer {
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self.scene_manager.current().resources.get::<DebugUIBuffer>().unwrap()
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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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self.scene_manager.current_mut().resources.get_mut::<DebugUIBuffer>().unwrap().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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// fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, &DebugUIBuffer) {
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// let (sm, dub) = (&mut self.scene_manager, self.scene_manager.current().resources.get::<DebugUIBuffer>().unwrap());
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// (sm.current_mut(), dub)
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// }
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}
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