Replace Contexts with Resources #7

Merged
reo merged 5 commits from 2025-10-15-resources into master 2025-10-19 14:24:22 +00:00
16 changed files with 287 additions and 93 deletions
Showing only changes of commit ef055a1bda - Show all commits

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@ -6,5 +6,5 @@ members = [
"asset", "asset",
"game", "game",
"ecs", "ecs",
"engine" "engine",
] ]

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@ -11,7 +11,8 @@ pub trait EngineTrait {
fn fixed_update(&mut self, platform_context: Self::PlatformCtx); fn fixed_update(&mut self, platform_context: Self::PlatformCtx);
fn handle_event(&mut self, platform_context: Self::PlatformCtx); fn handle_event(&mut self, platform_context: Self::PlatformCtx);
fn current_scene_mut(&mut self) -> &mut Scene; fn current_scene_mut(&mut self) -> &mut Scene;
fn get_debug_ui_buffer(&self) -> Rc<RefCell<DebugUIBuffer>>; fn current_scene(&self) -> &Scene;
fn get_debug_ui_buffer(&self) -> &DebugUIBuffer;
fn reset_debug_ui_buffer(&mut self); fn reset_debug_ui_buffer(&mut self);
fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, Rc<RefCell<DebugUIBuffer>>); // fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Self::Scene, &DebugUIBuffer);
} }

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@ -1,6 +1,7 @@
pub mod engine; pub mod engine;
pub mod scene;
pub mod debug_ui; pub mod debug_ui;
pub mod time; pub mod time;
pub mod utils;
pub mod scene;
pub use debug_ui::*; pub use debug_ui::*;

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@ -1,19 +1,31 @@
use std::collections::HashMap; use std::collections::HashMap;
use std::path::{Path, PathBuf}; use std::path::{Path, PathBuf};
use crate::{define_typemap, DebugUIBuffer};
pub struct Scene { pub struct Scene {
pub title: String, pub title: String,
pub world: hecs::World, pub world: hecs::World,
pub skybox_texture_path: Option<PathBuf>, pub skybox_texture_path: Option<PathBuf>,
pub resources: SceneResources,
} }
define_typemap!(SceneResources,);
impl Scene { impl Scene {
pub fn new(title: String, skybox_texture_path: Option<PathBuf>) -> Self { pub fn new(title: String, skybox_texture_path: Option<PathBuf>) -> Self {
Self { let mut s = Self {
title, title,
world: hecs::World::new(), world: hecs::World::new(),
skybox_texture_path, skybox_texture_path,
resources: SceneResources::new(),
};
s.load_default_resources();
s
} }
pub fn load_default_resources(&mut self) {
let dbg = DebugUIBuffer::new();
self.resources.insert(dbg);
} }
} }

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@ -0,0 +1,44 @@
/// Unused as of now.
#[macro_export]
macro_rules! create_manager {
($manager_name:ident, $trait_name:ident) => {
pub struct $manager_name {
systems: ::indexmap::IndexMap<::std::any::TypeId, Box<dyn $trait_name>>,
}
impl $manager_name {
pub fn new() -> Self {
Self {
systems: ::indexmap::IndexMap::default(),
}
}
pub fn add<S: $trait_name + Default + 'static>(&mut self) {
self.systems
.insert(::std::any::TypeId::of::<S>(), Box::new(S::default()));
}
pub fn remove<S: 'static>(&mut self) {
self.systems.shift_remove(&::std::any::TypeId::of::<S>());
}
pub fn for_each_value<F>(&self, mut f: F)
where
F: FnMut(&dyn $trait_name),
{
for value in self.systems.values() {
f(value.as_ref());
}
}
pub fn for_each_value_mut<F>(&mut self, mut f: F)
where
F: FnMut(&mut dyn $trait_name),
{
for value in self.systems.values_mut() {
f(value.as_mut());
}
}
}
};
}

2
core/src/utils/mod.rs Normal file
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@ -0,0 +1,2 @@
pub mod typemap;
mod managers;

122
core/src/utils/typemap.rs Normal file
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@ -0,0 +1,122 @@
#[macro_export]
macro_rules! define_typemap {
($name:ident, $($trait_bound:tt)*) => {
pub struct $name {
map: std::collections::HashMap<std::any::TypeId, Box<dyn std::any::Any>>,
}
impl $name {
pub fn new() -> Self {
Self {
map: std::collections::HashMap::new(),
}
}
pub fn insert<T>(&mut self, value: T) -> Option<Box<T>>
where
T: std::any::Any + 'static + $($trait_bound)*,
{
let type_id = std::any::TypeId::of::<T>();
self.map
.insert(type_id, Box::new(value))
.and_then(|boxed| boxed.downcast().ok())
}
pub fn get<T>(&self) -> Option<&T>
where
T: std::any::Any + 'static + $($trait_bound)*,
{
self.map
.get(&std::any::TypeId::of::<T>())
.and_then(|any| any.downcast_ref::<T>())
}
pub fn get_mut<T>(&mut self) -> Option<&mut T>
where
T: std::any::Any + 'static + $($trait_bound)*,
{
self.map
.get_mut(&std::any::TypeId::of::<T>())
.and_then(|any| any.downcast_mut::<T>())
}
pub fn remove<T>(&mut self) -> Option<Box<T>>
where
T: std::any::Any + 'static + $($trait_bound)*,
{
self.map
.remove(&std::any::TypeId::of::<T>())
.and_then(|boxed| boxed.downcast().ok())
}
pub fn len(&self) -> usize {
self.map.len()
}
pub fn is_empty(&self) -> bool {
self.map.is_empty()
}
pub fn clear(&mut self) {
self.map.clear();
}
pub fn contains<T>(&self) -> bool
where
T: std::any::Any + 'static + $($trait_bound)*,
{
self.map.contains_key(&std::any::TypeId::of::<T>())
}
}
impl Default for $name {
fn default() -> Self {
Self::new()
}
}
};
}
// pub struct TypeMap {
// map: HashMap<TypeId, Box<dyn Any>>,
// }
//
// impl TypeMap {
// pub fn new() -> Self {
// Self {
// map: HashMap::new(),
// }
// }
//
// pub fn insert<T: Any + 'static>(&mut self, value: T) -> Option<Box<T>> {
// let type_id = TypeId::of::<T>();
// self.map
// .insert(type_id, Box::new(value))
// .and_then(|boxed| boxed.downcast().ok())
// }
//
// pub fn get<T>(&self) -> Option<&T>
// where
// T: Any + 'static,
// {
// self.map.get(&TypeId::of::<T>())
// .and_then(|any| any.downcast_ref::<T>())
// }
//
// pub fn get_mut<T>(&mut self) -> Option<&mut T>
// where
// T: Any + 'static,
// {
// self.map.get_mut(&TypeId::of::<T>()).and_then(|any| any.downcast_mut::<T>())
// }
//
// pub fn remove<T: Any>(&mut self) -> Option<Box<T>> {
// unimplemented!()
// }
// }
//
// impl Default for TypeMap {
// fn default() -> Self {
// Self::new()
// }
// }

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

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

3
engine/src/resources.rs Normal file
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@ -0,0 +1,3 @@
use raidillon_core::define_typemap;
define_typemap!(EngineResources,);

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

I'm wondering if I should put scene inside EngineResources instead 🤔

I'm wondering if I should put scene inside EngineResources instead 🤔
fn handle_event(&mut self, _ctx: &mut SystemContext) {} fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
fn fixed_update(&mut self, _ctx: &mut SystemContext) {} fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
fn frame_update(&mut self, _ctx: &mut SystemContext) {} fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
} }
pub struct SystemManager { pub struct SystemManager {

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

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@ -1,8 +1,8 @@
use std::fmt::format; use std::fmt::format;
use glam::{Quat, Vec3}; use glam::{Quat, Vec3};
use raidillon_engine::{Engine, system::System}; use raidillon_engine::{Engine, system::System, EngineResources};
use raidillon_engine::system::SystemContext; use raidillon_engine::system::SystemContext;
use raidillon_platform::{Platform, Camera}; use raidillon_platform::{Platform, Camera, PlatformContext};
use raidillon_assets::model_path; use raidillon_assets::model_path;
use raidillon_core::engine::EngineTrait; use raidillon_core::engine::EngineTrait;
use raidillon_ecs::components::ModelHandle; use raidillon_ecs::components::ModelHandle;
@ -13,6 +13,7 @@ use raidillon_glium::GliumPlatform;
use winit::event::{ElementState, Event, WindowEvent}; use winit::event::{ElementState, Event, WindowEvent};
use winit::event::DeviceEvent::MouseMotion; use winit::event::DeviceEvent::MouseMotion;
use winit::keyboard::{KeyCode, PhysicalKey}; use winit::keyboard::{KeyCode, PhysicalKey};
use raidillon_core::DebugUIBuffer;
use raidillon_engine::systems::fps_camera::FPSDebugCameraSystem; use raidillon_engine::systems::fps_camera::FPSDebugCameraSystem;
const TEST_GLTF: &str = "pink-monkey.gltf"; const TEST_GLTF: &str = "pink-monkey.gltf";
@ -22,11 +23,13 @@ const MAIN_SCENE_ID: &str = "main_scene";
#[derive(Default)] #[derive(Default)]
struct UpdateAspectRatioSystem; struct UpdateAspectRatioSystem;
impl System for UpdateAspectRatioSystem { impl System for UpdateAspectRatioSystem {
fn handle_event(&mut self, ctx: &mut SystemContext) { fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
if let Event::WindowEvent { event: WindowEvent::Resized(sz), .. } = if let Event::WindowEvent { event: WindowEvent::Resized(sz), .. } =
&ctx.platform_context.current_event pctx.current_event
{ {
ctx.scene.world scene.world
.query_mut::<&mut Camera>() .query_mut::<&mut Camera>()
.into_iter() .into_iter()
.for_each(|(_, cam)| { .for_each(|(_, cam)| {
@ -42,14 +45,16 @@ struct RenderingTestSystem {
} }
impl System for RenderingTestSystem { impl System for RenderingTestSystem {
fn load_world(&mut self, ctx: &mut SystemContext) { fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
self.rotation_speed = std::rc::Rc::new(std::cell::RefCell::new(5.0)); self.rotation_speed = std::rc::Rc::new(std::cell::RefCell::new(5.0));
let mut am = ctx.platform_context.asset_manager.borrow_mut(); let mut am = pctx.asset_manager.borrow_mut();
am.load_gltf(TEST_GLTF, &model_path(TEST_GLTF)); am.load_gltf(TEST_GLTF, &model_path(TEST_GLTF));
ctx.scene.world.spawn(( scene.world.spawn((
Transform { Transform {
translation: Vec3::new(0.0, 0.0, 0.0), translation: Vec3::new(0.0, 0.0, 0.0),
rotation: Quat::IDENTITY, rotation: Quat::IDENTITY,
@ -59,17 +64,19 @@ impl System for RenderingTestSystem {
)); ));
} }
fn frame_update(&mut self, ctx: &mut SystemContext) { fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let mut dbg_ui = ctx.debug_ui_buffer.borrow_mut(); let pctx = res.get::<PlatformContext>().unwrap().clone();
let dbg_ui = scene.resources.get_mut::<DebugUIBuffer>().unwrap();
reo marked this conversation as resolved

Looking at this mess makes me want to invent a simple domain-specific language to specify which resources a system needs, and then make a macro to generate this code.

res!("pctx = PlatformContext, dbg_ui = DebugUIBuffer");
// generates:
// let pctx = res.get::<PlatformContext>().unwrap().clone();
// let dbg_ui = scene.resources.get_mut::<DebugUIBuffer>().unwrap();

I've never made a list of the most over-engineered things I've created. If I were to start now I wouldn't have trouble deciding which one gets the top spot.

Looking at this mess makes me want to invent a simple domain-specific language to specify which resources a system needs, and then make a macro to generate this code. ```rust res!("pctx = PlatformContext, dbg_ui = DebugUIBuffer"); // generates: // let pctx = res.get::<PlatformContext>().unwrap().clone(); // let dbg_ui = scene.resources.get_mut::<DebugUIBuffer>().unwrap(); ``` I've never made a list of the most over-engineered things I've created. If I were to start now I wouldn't have trouble deciding which one gets the top spot.

Solved by implementing get_many

Solved by implementing [`get_many`](https://git.reoco.de/reo/raidillon/commit/1a48e58a1cfca6baea4cd60437abfca69fe0d6dd)
dbg_ui.text("Hello World!".to_owned()); dbg_ui.text("Hello World!".to_owned());
dbg_ui.text(format!("Frame Delta: {}", ctx.platform_context.time_ctx.frame_dt)); dbg_ui.text(format!("Frame Delta: {}", pctx.time_ctx.frame_dt));
dbg_ui.text(format!("Fixed Delta: {}", ctx.platform_context.time_ctx.fixed_dt)); dbg_ui.text(format!("Fixed Delta: {}", pctx.time_ctx.fixed_dt));
dbg_ui.slider_f32("Rotation Speed", -10.0, 10.0, self.rotation_speed.clone()); dbg_ui.slider_f32("Rotation Speed", -10.0, 10.0, self.rotation_speed.clone());
} }
fn fixed_update(&mut self, ctx: &mut SystemContext) { fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
ctx.scene.world.query_mut::<(&mut Transform, &ModelHandle)>().into_iter().for_each(|(_, (t, _))| { let pctx = res.get::<PlatformContext>().unwrap();
t.rotation *= Quat::from_rotation_y(*self.rotation_speed.borrow() * ctx.platform_context.time_ctx.fixed_dt); scene.world.query_mut::<(&mut Transform, &ModelHandle)>().into_iter().for_each(|(_, (t, _))| {
t.rotation *= Quat::from_rotation_y(*self.rotation_speed.borrow() * pctx.time_ctx.fixed_dt);
}); });
} }

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@ -98,9 +98,12 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
WindowEvent::RedrawRequested => { WindowEvent::RedrawRequested => {
let mut target = self.display.draw(); let mut target = self.display.draw();
target.clear_color_and_depth((0.1, 0.1, 0.15, 1.0), 1.0); 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, debug_ui_buffer) = (
self.engine.current_scene(),
self.engine.get_debug_ui_buffer(),
);
let mut context = RenderingContext { let mut context = RenderingContext {
scene: scene_mut, scene,
target: &mut target, target: &mut target,
asset_manager: self.asset_manager.clone(), asset_manager: self.asset_manager.clone(),
window: self.window.clone(), window: self.window.clone(),

View file

@ -41,7 +41,7 @@ impl RenderingSystem for ImguiBridge {
self.rendered_this_frame = true; self.rendered_this_frame = true;
let ui = self.imgui.frame(); let ui = self.imgui.frame();
ctx.debug_ui_buffer.borrow().write_buffer(&ui); ctx.debug_ui_buffer.write_buffer(&ui);
{ {
let window = ctx.window.lock().unwrap(); let window = ctx.window.lock().unwrap();

View file

@ -6,7 +6,7 @@ use indexmap::IndexMap;
use glium::{Display, Frame}; use glium::{Display, Frame};
use glium::glutin::surface::WindowSurface; use glium::glutin::surface::WindowSurface;
use raidillon_assets::ModelManagerRef; use raidillon_assets::ModelManagerRef;
use raidillon_core::DebugUIBuffer; use raidillon_core::{define_typemap, DebugUIBuffer};
use raidillon_core::scene::Scene; use raidillon_core::scene::Scene;
use glam::Vec3; use glam::Vec3;
@ -15,7 +15,7 @@ pub struct RenderingContext<'a> {
pub target: &'a mut Frame, pub target: &'a mut Frame,
pub window: Arc<Mutex<glium::winit::window::Window>>, pub window: Arc<Mutex<glium::winit::window::Window>>,
pub asset_manager: ModelManagerRef, pub asset_manager: ModelManagerRef,
pub debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>, pub debug_ui_buffer: &'a DebugUIBuffer,
pub env_light_dir: Vec3, pub env_light_dir: Vec3,
} }
@ -35,6 +35,8 @@ pub trait RenderingSystem {
Self: Sized; Self: Sized;
} }
// define_typemap!(RenderingSystemManager, RenderingSystem);
pub struct RenderingSystemManager { pub struct RenderingSystemManager {
pub systems: IndexMap<TypeId, Box<dyn RenderingSystem>>, pub systems: IndexMap<TypeId, Box<dyn RenderingSystem>>,
} }