raidillon/engine/src/engine.rs

102 lines
3.5 KiB
Rust

use std::cell::RefCell;
use std::rc::Rc;
use raidillon_core::scene::{Scene, SceneManager};
use crate::system::{SystemContext, SystemManager};
use raidillon_platform::PlatformContext;
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,
pub resources: EngineResources,
}
impl Engine {
fn load_default_resources(&mut self) {
let input = InputState::default();
self.resources.insert(input);
}
}
impl EngineTrait for Engine {
type PlatformCtx = PlatformContext;
fn new() -> Self {
let scene_manager = SceneManager::new();
let system_manager = SystemManager::new();
let mut s = Self {
scene_manager,
system_manager,
resources: EngineResources::new(),
};
s.load_default_resources();
s
}
/// Initialize systems, load the world.
fn initialize(&mut self, platform_context: PlatformContext) {
// Engine Loading Stage 1: initialize systems
for system in self.system_manager.systems.values_mut() {
system.initialize();
}
self.resources.insert(platform_context);
// Engine Loading Stage 2: load world
for system in self.system_manager.systems.values_mut() {
system.load_world(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
/// Update the engine
fn frame_update(&mut self, platform_context: PlatformContext) {
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 self.resources, &mut self.scene_manager.current_mut());
}
}
fn fixed_update(&mut self, platform_context: PlatformContext) {
self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() {
system.fixed_update(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
fn handle_event(&mut self, platform_context: PlatformContext) {
self.resources.get_mut::<InputState>().unwrap().handle_event(&platform_context.current_event);
self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() {
system.handle_event(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
// pub fn build_system_context(&mut self) -> SystemContext {
// SystemContext {
// scene: self.scene_manager.current_mut(),
// }
// }
fn current_scene_mut(&mut self) -> &mut Scene {
self.scene_manager.current_mut()
}
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.scene_manager.current_mut().resources.get_mut::<DebugUIBuffer>().unwrap().reset_buffer();
}
// 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)
// }
}