1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
|
#![deny(clippy::all, clippy::pedantic)]
use std::collections::BTreeMap;
use glfw::{Window, WindowBuilder};
use crate::object::{Id as ObjectId, Object};
use crate::vector::Vec2;
mod opengl;
mod renderer;
pub mod color;
pub mod object;
pub mod vector;
pub mod vertex;
pub use glfw::WindowSize;
#[derive(Debug)]
pub struct Engine
{
window: Window,
objects: BTreeMap<ObjectId, Object>,
}
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_builder = WindowBuilder::new();
#[cfg(feature = "debug")]
let window_builder =
window_builder.hint(glfw::window::Hint::OpenGLDebugContext, 1);
let window = window_builder
.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,
objects: BTreeMap::new(),
})
}
pub fn add_object(&mut self, object: Object)
{
self.objects.insert(object.id(), object);
}
pub fn set_objecs(&mut self, objects: impl IntoIterator<Item = Object>)
{
self.objects
.extend(objects.into_iter().map(|object| (object.id(), object)));
}
#[must_use]
pub fn get_object_by_id(&self, id: ObjectId) -> Option<&Object>
{
self.objects.get(&id)
}
#[must_use]
pub fn get_object_by_id_mut(&mut self, id: ObjectId) -> Option<&mut Object>
{
self.objects.get_mut(&id)
}
/// Starts the engine.
///
/// # Errors
/// Will return `Err` if updating the window fails.
pub fn start(&mut self, mut func: impl FnMut(&mut Self)) -> Result<(), Error>
{
while !self.window.should_close() {
func(self);
crate::renderer::render(self.objects.values().map(Object::renderable));
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),
}
|