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docs(app): added some documentation to the App
struct
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parent
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commit
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3 changed files with 51 additions and 5 deletions
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@ -13,11 +13,14 @@ use winit::{
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};
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use winit_input_helper::WinitInputHelper as InputManager;
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/// Represents the presets of an `App` instance.
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pub enum ApplicationType {
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App2D,
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App3D,
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}
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/// The `App` struct represents the common interface for many different components of the game engine.
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/// It provides a unified interface for managing the application's state, input, and ECS.
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pub struct App {
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title: String,
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icon: Option<Icon>,
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@ -33,6 +36,7 @@ pub struct App {
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}
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impl App {
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/// Creates a new `App` instance.
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pub fn new() -> Self {
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Self {
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title: "Untitled".to_string(),
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@ -49,31 +53,43 @@ impl App {
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}
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}
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/// Allows to set the title of the `App` instance.
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pub fn with_title(mut self, title: impl Into<String>) -> Self {
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self.title = title.into();
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self
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}
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/// Allows to set the icon of the `App` instance.
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pub fn with_icon(mut self, path: impl AsRef<std::path::Path>) -> Self {
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self.icon = Self::load_icon(path.as_ref());
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self
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}
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/// Allows to set the size of the `App` instance.
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pub fn with_size(mut self, width: u32, height: u32) -> Self {
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self.size = Some(LogicalSize::new(width, height));
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self
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}
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/// Allows to set the clear color of the `App` instance.
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pub fn with_clear_color(mut self, clear_color: impl ColorTrait) -> Self {
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self.clear_color = Some(clear_color.to_linear());
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self
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}
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/// Allows to set a custom game state struct for the `App` instance.
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/// This allows for additional state management and control additionally to the core functionality of the engine.
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pub fn with_game_state(mut self, game_state: impl Any + 'static) -> Self {
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self.game_state = Some(Box::new(game_state));
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self
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}
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/// Allows to set the preset of the `App` instance.
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/// Presets are used to quickly set up the application with a predefined configuration.
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/// Currently there are two presets available: App2D and App3D.
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/// `App2D` registers the components `Transform2D`, `Render2D`, `Camera2D`, and `Text`.
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/// `App3D` registers the components `Transform3D` and `Text`.
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/// A working out of the box 3D renderer has not been implemented yet.
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pub fn with_preset(mut self, preset: ApplicationType) -> Self {
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match preset {
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ApplicationType::App2D => {
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@ -85,7 +101,8 @@ impl App {
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}
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ApplicationType::App3D => {
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info!("Creating 3D app!");
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self.scene.register_component::<Transform3D>()
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self.scene.register_component::<Transform3D>();
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self.scene.register_component::<Text>();
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}
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};
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self
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@ -104,111 +121,142 @@ impl App {
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Some(Icon::from_rgba(rgba_image.into_raw(), width, height).unwrap())
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}
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/// Retrieves a reference to the registered `game_state` struct in the `App`.
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pub fn game_state<T: 'static>(&self) -> Option<&T> {
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self.game_state.as_ref()?.downcast_ref::<T>()
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}
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/// Retrieves a mutable reference to the registered `game_state` struct in the `App`.
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pub fn game_state_mut<T: 'static>(&mut self) -> Option<&mut T> {
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self.game_state.as_mut()?.downcast_mut::<T>()
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}
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/// Retrieves a reference to the current `Scene` in the `App`.
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pub fn scene(&self) -> &Scene {
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&self.scene
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}
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/// Retrieves a reference to the `InputManager`.
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pub fn input_manager(&self) -> &InputManager {
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&self.input_manager
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}
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/// Checks if a key is currently pressed.
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pub fn key_pressed(&self, key: Key) -> bool {
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self.input_manager.key_pressed(key)
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}
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/// Checks if a key is currently held.
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pub fn key_held(&self, key: Key) -> bool {
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self.input_manager.key_held(key)
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}
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/// Checks if a key was released this frame.
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pub fn key_released(&self, key: Key) -> bool {
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self.input_manager.key_released(key)
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}
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/// Creates a new entity and returns its ID.
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pub fn new_entity(&mut self) -> usize {
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self.scene.new_entity() as usize
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}
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/// Deletes an entity by its ID.
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pub fn delete_entity(&mut self, entity_id: usize) {
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self.scene.delete_entity(entity_id)
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}
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/// Gets an immutable reference to an entity by its ID.
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pub fn get_entity(&self, entity_id: usize) -> Option<&Entity> {
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self.scene.get_entity(entity_id)
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}
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/// Gets a mutable reference to an entity by its ID.
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pub fn get_entity_mut(&mut self, entity_id: usize) -> Option<&mut Entity> {
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self.scene.get_entity_mut(entity_id)
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}
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/// Registers a new component in the `Scene`.
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pub fn register_component<C: Component>(&mut self) {
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self.scene.register_component::<C>()
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}
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/// Deregisters a component from the `Scene`.
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pub fn deregister_component<C: Component>(&mut self) {
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self.scene.deregister_component::<C>()
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}
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/// Adds a component to an entity by its ID and an instance of the component.
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/// Overwrites the previous component if another component of the same type is added.
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pub fn add_component<C: Component>(&mut self, entity_id: usize, component: C) {
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self.scene.add_component(entity_id, component)
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}
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/// Removes a component from an entity by its ID.
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pub fn remove_component<C: Component>(&mut self, entity_id: usize) {
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self.scene.remove_component::<C>(entity_id)
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}
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/// Returns a reference to a component of an entity by its ID.
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pub fn get_component<C: Component>(&self, entity_id: usize) -> Option<&C> {
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self.scene.get_component::<C>(entity_id)
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}
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/// Returns a mutable reference to a component of an entity by its ID.
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pub fn get_component_mut<C: Component>(&mut self, entity_id: usize) -> Option<&mut C> {
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self.scene.get_component_mut::<C>(entity_id)
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}
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/// Returns a list of entities that have the given components.
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/// The amount of queriable components is limited to 3 such that the `Archetype` creation is more efficient.
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/// Otherwise it would be a factorial complexity chaos.
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pub fn get_entities_with(&self, components: Vec<TypeId>) -> Vec<usize> {
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self.scene.get_entities_with(components)
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}
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/// Deletes all entities that have the given components.
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/// The amount of queriable components is limited to 3 such that the `Archetype` creation is more efficient.
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/// Otherwise it would be a factorial complexity chaos.
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pub fn delete_entities_with(&mut self, components: Vec<TypeId>) {
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self.scene.delete_entities_with(components)
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}
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/// Iterates over all entities that have the two given components and calls the given function.
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pub fn foreach<C: Component, K: Component>(&mut self, func: fn(&mut C, &mut K)) {
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self.scene.foreach::<C, K>(func)
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}
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/// Returns whether an entity has the given component.
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pub fn has<C: Component>(&self, entity_id: usize) -> bool {
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self.scene.has::<C>(entity_id)
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}
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/// Registers a prefab with the given name and factory function.
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pub fn register_prefab(&mut self, name: &str, factory: comet_ecs::PrefabFactory) {
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self.scene.register_prefab(name, factory)
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}
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/// Spawns a prefab with the given name.
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pub fn spawn_prefab(&mut self, name: &str) -> Option<usize> {
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self.scene.spawn_prefab(name)
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}
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/// Checks if a prefab with the given name exists.
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pub fn has_prefab(&self, name: &str) -> bool {
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self.scene.has_prefab(name)
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}
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/// Stops the event loop and with that quits the `App`.
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pub fn quit(&mut self) {
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self.should_quit = true;
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}
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/// Returns the fixed delta time set by the `App`.
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pub fn dt(&self) -> f32 {
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self.update_timer
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}
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/// Sets the amount of times the game is updated per second
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/// Sets the amount of times the `App` game logic is updated per second
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pub fn set_update_rate(&mut self, update_rate: u32) {
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if update_rate == 0 {
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self.update_timer = f32::INFINITY;
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@ -240,6 +288,7 @@ impl App {
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winit_window.build(event_loop).unwrap()
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}
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/// Starts the `App` event loop.
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pub fn run<R: Renderer>(
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mut self,
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setup: fn(&mut App, &mut R),
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@ -1 +0,0 @@
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pub trait GameState {}
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@ -1,4 +1,2 @@
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pub use app::*;
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pub use game_state::*;
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mod app;
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mod game_state;
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