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#![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<Comps>(&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()
}
}
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