raidillon/raidillon_glium/src/platform.rs
reo 1cc63a0dab Implement Engine, add compile_shader to rendering systems
- Implement the initial version of the run method of the glium platform
- Add asset manager to the context of the renderer. I will probably move that to either the engine or somewhere else later.
- Other unimportant stuff that I'm too lazy to include here. Early stage commit messages don't really matter anyways.
2025-08-07 20:07:29 +03:00

69 lines
2.4 KiB
Rust

use std::sync::{Arc, RwLock};
use raidillon_platform::Platform;
use glium::winit::event_loop::EventLoop;
use glium::winit::window::Window;
use glium::backend::glutin::Display;
use glium::glutin::surface::WindowSurface;
use glium::backend::glutin::SimpleWindowBuilder;
use glium::Surface;
use crate::system::{RenderingSystemManager, RenderingSystem, RenderingContext};
use winit::event::{Event, WindowEvent};
use raidillon_core::Engine;
use crate::GliumAssetManager;
use crate::render::BasicRenderingSystem;
pub struct GliumPlatform<RS: RenderingSystem> {
event_loop: EventLoop<()>,
window: Window,
display: Display<WindowSurface>,
rendering_system_manager: RenderingSystemManager<RS>,
asset_manager: Arc<RwLock<GliumAssetManager>>,
}
impl<RS: RenderingSystem> Platform for GliumPlatform<RS> {
fn initialize(title: String, width: u32, height: u32) -> Self {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()
.expect("create event-loop");
let (window, display) = SimpleWindowBuilder::new()
.with_title(title.as_str())
.with_inner_size(width, height)
.build(&event_loop);
let asset_manager = Arc::new(RwLock::new(GliumAssetManager::new(Box::new(display.clone()))));
let rendering_system_manager = RenderingSystemManager::new();
Self {
event_loop,
window,
display,
rendering_system_manager,
asset_manager,
}
}
fn run(mut self, engine: Engine) {
let _ = &self.event_loop.run(move |event, el| {
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => {},
WindowEvent::RedrawRequested => {
let mut target = self.display.draw();
target.clear_color(0.0, 0.0, 0.0, 1.0);
// TODO: let mut context;
for (system_id, system) in self.rendering_system_manager.systems.iter_mut() {
todo!();
}
}
_ => {},
},
Event::AboutToWait => {
// TODO: Run <engine: Engine> systems here
self.window.request_redraw();
}
_ => {},
}
});
}
}