#![deny(clippy::all, clippy::pedantic)] #![allow(clippy::needless_pass_by_value)] use ecs::component::{Component, Sequence as ComponentSequence}; use ecs::extension::Extension; use ecs::phase::PRE_UPDATE as PRE_UPDATE_PHASE; use ecs::sole::Sole; use ecs::system::{Into, System}; use ecs::uid::Uid; use ecs::{SoleAlreadyExistsError, World}; use crate::delta_time::{update as update_delta_time, DeltaTime, LastUpdate}; mod opengl; mod util; pub mod camera; pub mod data_types; pub mod delta_time; pub mod draw_flags; pub mod file_format; pub mod input; pub mod lighting; pub mod material; pub mod math; pub mod mesh; pub mod projection; pub mod renderer; pub mod texture; pub mod transform; pub mod vertex; pub mod window; pub extern crate ecs; pub(crate) use crate::data_types::matrix; pub use crate::data_types::{color, vector}; #[derive(Debug)] pub struct Engine { world: World, } impl Engine { /// Returns a new `Engine`. #[must_use] pub fn new() -> Self { let mut world = World::new(); world.add_sole(DeltaTime::default()).ok(); world.register_system( *PRE_UPDATE_PHASE, update_delta_time .into_system() .initialize((LastUpdate::default(),)), ); Self { world } } pub fn spawn(&mut self, components: Comps) -> Uid where Comps: ComponentSequence, { self.world.create_entity(components) } pub fn register_system<'this, SystemImpl>( &'this mut self, phase_euid: Uid, system: impl System<'this, SystemImpl>, ) { self.world.register_system(phase_euid, system); } pub fn register_observer_system<'this, SystemImpl, Event>( &'this mut self, system: impl System<'this, SystemImpl>, event: Event, ) where Event: Component, { self.world.register_observer_system(system, event); } /// Adds a globally shared singleton value. /// /// # Errors /// Returns `Err` if this [`Sole`] has already been added. pub fn add_sole(&mut self, sole: impl Sole) -> Result<(), SoleAlreadyExistsError> { self.world.add_sole(sole) } pub fn add_extension(&mut self, extension: impl Extension) { self.world.add_extension(extension); } /// Runs the event loop. pub fn start(&self) { self.world.start_loop(); } } impl Default for Engine { fn default() -> Self { Self::new() } }