Add event handling hook for engine systems #5
5 changed files with 30 additions and 23 deletions
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@ -8,6 +8,7 @@ pub trait EngineTrait {
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fn new() -> Self;
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fn new() -> Self;
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fn initialize(&mut self, platform_context: PlatformContext);
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fn initialize(&mut self, platform_context: PlatformContext);
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fn update(&mut self, platform_context: PlatformContext);
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fn update(&mut self, platform_context: PlatformContext);
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fn handle_event(&mut self, platform_context: PlatformContext);
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fn current_scene_mut(&mut self) -> &mut Scene;
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fn current_scene_mut(&mut self) -> &mut Scene;
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fn get_debug_ui_buffer(&self) -> Rc<RefCell<DebugUIBuffer>>;
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fn get_debug_ui_buffer(&self) -> Rc<RefCell<DebugUIBuffer>>;
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fn reset_debug_ui_buffer(&mut self);
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fn reset_debug_ui_buffer(&mut self);
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@ -56,6 +56,18 @@ impl EngineTrait for Engine {
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}
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}
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}
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}
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fn handle_event(&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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};
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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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}
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}
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// pub fn build_system_context(&mut self) -> SystemContext {
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// pub fn build_system_context(&mut self) -> SystemContext {
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// SystemContext {
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// SystemContext {
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// scene: self.scene_manager.current_mut(),
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// scene: self.scene_manager.current_mut(),
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@ -18,6 +18,8 @@ pub trait System {
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fn initialize(&mut self) {}
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fn initialize(&mut self) {}
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/// Spawn the first entities of the world.
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/// Spawn the first entities of the world.
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fn load_world(&mut self, _ctx: &mut SystemContext) {}
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fn load_world(&mut self, _ctx: &mut SystemContext) {}
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/// Handle events sent from the platform.
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fn handle_event(&mut self, _ctx: &mut SystemContext) {}
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fn update(&mut self, _ctx: &mut SystemContext) {}
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fn update(&mut self, _ctx: &mut SystemContext) {}
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}
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}
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@ -18,27 +18,18 @@ const MAIN_SCENE_ID: &str = "main_scene";
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#[derive(Default)]
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#[derive(Default)]
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struct UpdateAspectRatioSystem;
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struct UpdateAspectRatioSystem;
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impl System for UpdateAspectRatioSystem {
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impl System for UpdateAspectRatioSystem {
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fn initialize(&mut self) {}
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fn handle_event(&mut self, ctx: &mut SystemContext) {
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if let Event::WindowEvent { event: WindowEvent::Resized(sz), .. } =
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fn load_world(&mut self, _ctx: &mut SystemContext) {}
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&ctx.platform_context.current_event
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{
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fn update(&mut self, ctx: &mut SystemContext) {
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let _ = ctx
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// FIXME: Need an event handler rework for systems.
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.scene
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match &ctx.platform_context.current_event {
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.world
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Event::WindowEvent { event, .. } => match event {
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.query_mut::<&mut Camera>()
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WindowEvent::Resized(sz) => {
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.into_iter()
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let _ = ctx
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.map(|(_, cam)| {
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.scene
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cam.aspect = sz.width as f32 / sz.height as f32;
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.world
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});
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.query_mut::<&mut Camera>()
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.into_iter()
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.map(|(_, cam)| {
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cam.aspect = sz.width as f32 / sz.height as f32;
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});
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}
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_ => {}
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},
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_ => {}
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}
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}
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}
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}
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}
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}
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@ -66,6 +66,9 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
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.systems
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.systems
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.values_mut()
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.values_mut()
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.for_each(|system| system.handle_event(&mut self.window, event.clone()));
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.for_each(|system| system.handle_event(&mut self.window, event.clone()));
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let mut ctx2 = ctx.clone();
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ctx2.current_event = event.clone();
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self.engine.handle_event(ctx2.clone());
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match event {
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match event {
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Event::WindowEvent { event, .. } => match event {
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Event::WindowEvent { event, .. } => match event {
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@ -94,8 +97,6 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
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_ => {},
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_ => {},
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},
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},
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Event::AboutToWait => {
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Event::AboutToWait => {
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let mut ctx2 = ctx.clone();
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ctx2.current_event = event.clone();
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self.engine.update(ctx2);
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self.engine.update(ctx2);
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self.rendering_system_manager
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self.rendering_system_manager
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.systems
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.systems
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