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path: root/engine/src/lib.rs
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#![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 matrix;
mod opengl;
mod renderer;
mod transform;

pub mod color;
pub mod object;
pub mod vector;
pub mod vertex;

pub use glfw::WindowSize;

#[derive(Debug)]
pub struct Engine
{
    /// Objects have to be dropped before window. Otherwise, UB.
    objects: BTreeMap<ObjectId, Object>,
    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_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());

            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),
}