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#![deny(clippy::all, clippy::pedantic)]

use glfw::Window;
pub use glfw::WindowSize;

use crate::vector::Vec2;

mod renderer;

pub mod vector;

pub struct Engine
{
    window: Window,
}

impl Engine
{
    /// Creates and initializes a new engine.
    ///
    /// # Errors
    /// Will return `Err` if window creation or window configuration fails.
    pub fn new(window_size: &WindowSize, window_title: &str) -> Result<Self, Error>
    {
        let window = Window::create(window_size, window_title)
            .map_err(Error::CreateWindowFailed)?;

        window
            .make_context_current()
            .map_err(Error::ConfigureWindowFailed)?;

        window.set_framebuffer_size_callback(move |new_window_size| {
            crate::renderer::set_viewport(&Vec2::ZERO, &new_window_size);
        });

        crate::renderer::initialize(&window).map_err(Error::InitializeRendererFailed)?;

        Ok(Self { window })
    }

    /// Starts the engine.
    ///
    /// # Errors
    /// Will return `Err` if updating the window fails.
    pub fn start(&self, mut func: impl FnMut()) -> Result<(), Error>
    {
        while !self.window.should_close() {
            func();

            crate::renderer::render();

            self.window
                .swap_buffers()
                .map_err(Error::UpdateWindowFailed)?;

            self.window
                .poll_events()
                .map_err(Error::UpdateWindowFailed)?;
        }

        Ok(())
    }
}

/// Engine Error
#[derive(Debug, thiserror::Error)]
pub enum Error
{
    #[error("Failed to create window")]
    CreateWindowFailed(#[source] glfw::Error),

    #[error("Failed to configure window")]
    ConfigureWindowFailed(#[source] glfw::Error),

    #[error("Failed to initialize renderer")]
    InitializeRendererFailed(#[source] renderer::Error),

    #[error("Failed to update window")]
    UpdateWindowFailed(#[source] glfw::Error),
}