diff --git a/crates/comet_app/src/app.rs b/crates/comet_app/src/app.rs index 7057b14..ca08f30 100755 --- a/crates/comet_app/src/app.rs +++ b/crates/comet_app/src/app.rs @@ -13,11 +13,14 @@ use winit::{ }; use winit_input_helper::WinitInputHelper as InputManager; +/// Represents the presets of an `App` instance. pub enum ApplicationType { App2D, App3D, } +/// The `App` struct represents the common interface for many different components of the game engine. +/// It provides a unified interface for managing the application's state, input, and ECS. pub struct App { title: String, icon: Option, @@ -33,6 +36,7 @@ pub struct App { } impl App { + /// Creates a new `App` instance. pub fn new() -> Self { Self { title: "Untitled".to_string(), @@ -49,31 +53,43 @@ impl App { } } + /// Allows to set the title of the `App` instance. pub fn with_title(mut self, title: impl Into) -> Self { self.title = title.into(); self } + /// Allows to set the icon of the `App` instance. pub fn with_icon(mut self, path: impl AsRef) -> Self { self.icon = Self::load_icon(path.as_ref()); self } + /// Allows to set the size of the `App` instance. pub fn with_size(mut self, width: u32, height: u32) -> Self { self.size = Some(LogicalSize::new(width, height)); self } + /// Allows to set the clear color of the `App` instance. pub fn with_clear_color(mut self, clear_color: impl ColorTrait) -> Self { self.clear_color = Some(clear_color.to_linear()); self } + /// Allows to set a custom game state struct for the `App` instance. + /// This allows for additional state management and control additionally to the core functionality of the engine. pub fn with_game_state(mut self, game_state: impl Any + 'static) -> Self { self.game_state = Some(Box::new(game_state)); self } + /// Allows to set the preset of the `App` instance. + /// Presets are used to quickly set up the application with a predefined configuration. + /// Currently there are two presets available: App2D and App3D. + /// `App2D` registers the components `Transform2D`, `Render2D`, `Camera2D`, and `Text`. + /// `App3D` registers the components `Transform3D` and `Text`. + /// A working out of the box 3D renderer has not been implemented yet. pub fn with_preset(mut self, preset: ApplicationType) -> Self { match preset { ApplicationType::App2D => { @@ -85,7 +101,8 @@ impl App { } ApplicationType::App3D => { info!("Creating 3D app!"); - self.scene.register_component::() + self.scene.register_component::(); + self.scene.register_component::(); } }; self @@ -104,111 +121,142 @@ impl App { Some(Icon::from_rgba(rgba_image.into_raw(), width, height).unwrap()) } + /// Retrieves a reference to the registered `game_state` struct in the `App`. pub fn game_state(&self) -> Option<&T> { self.game_state.as_ref()?.downcast_ref::() } + /// Retrieves a mutable reference to the registered `game_state` struct in the `App`. pub fn game_state_mut(&mut self) -> Option<&mut T> { self.game_state.as_mut()?.downcast_mut::() } + /// Retrieves a reference to the current `Scene` in the `App`. pub fn scene(&self) -> &Scene { &self.scene } + /// Retrieves a reference to the `InputManager`. pub fn input_manager(&self) -> &InputManager { &self.input_manager } + /// Checks if a key is currently pressed. pub fn key_pressed(&self, key: Key) -> bool { self.input_manager.key_pressed(key) } + /// Checks if a key is currently held. pub fn key_held(&self, key: Key) -> bool { self.input_manager.key_held(key) } + /// Checks if a key was released this frame. pub fn key_released(&self, key: Key) -> bool { self.input_manager.key_released(key) } + /// Creates a new entity and returns its ID. pub fn new_entity(&mut self) -> usize { self.scene.new_entity() as usize } + /// Deletes an entity by its ID. pub fn delete_entity(&mut self, entity_id: usize) { self.scene.delete_entity(entity_id) } + /// Gets an immutable reference to an entity by its ID. pub fn get_entity(&self, entity_id: usize) -> Option<&Entity> { self.scene.get_entity(entity_id) } + /// Gets a mutable reference to an entity by its ID. pub fn get_entity_mut(&mut self, entity_id: usize) -> Option<&mut Entity> { self.scene.get_entity_mut(entity_id) } + /// Registers a new component in the `Scene`. pub fn register_component(&mut self) { self.scene.register_component::() } + /// Deregisters a component from the `Scene`. pub fn deregister_component(&mut self) { self.scene.deregister_component::() } + /// Adds a component to an entity by its ID and an instance of the component. + /// Overwrites the previous component if another component of the same type is added. pub fn add_component(&mut self, entity_id: usize, component: C) { self.scene.add_component(entity_id, component) } + /// Removes a component from an entity by its ID. pub fn remove_component(&mut self, entity_id: usize) { self.scene.remove_component::(entity_id) } + /// Returns a reference to a component of an entity by its ID. pub fn get_component(&self, entity_id: usize) -> Option<&C> { self.scene.get_component::(entity_id) } + /// Returns a mutable reference to a component of an entity by its ID. pub fn get_component_mut(&mut self, entity_id: usize) -> Option<&mut C> { self.scene.get_component_mut::(entity_id) } + /// Returns a list of entities that have the given components. + /// The amount of queriable components is limited to 3 such that the `Archetype` creation is more efficient. + /// Otherwise it would be a factorial complexity chaos. pub fn get_entities_with(&self, components: Vec) -> Vec { self.scene.get_entities_with(components) } + /// Deletes all entities that have the given components. + /// The amount of queriable components is limited to 3 such that the `Archetype` creation is more efficient. + /// Otherwise it would be a factorial complexity chaos. pub fn delete_entities_with(&mut self, components: Vec) { self.scene.delete_entities_with(components) } + /// Iterates over all entities that have the two given components and calls the given function. pub fn foreach(&mut self, func: fn(&mut C, &mut K)) { self.scene.foreach::(func) } + /// Returns whether an entity has the given component. pub fn has(&self, entity_id: usize) -> bool { self.scene.has::(entity_id) } + /// Registers a prefab with the given name and factory function. pub fn register_prefab(&mut self, name: &str, factory: comet_ecs::PrefabFactory) { self.scene.register_prefab(name, factory) } + /// Spawns a prefab with the given name. pub fn spawn_prefab(&mut self, name: &str) -> Option { self.scene.spawn_prefab(name) } + /// Checks if a prefab with the given name exists. pub fn has_prefab(&self, name: &str) -> bool { self.scene.has_prefab(name) } + /// Stops the event loop and with that quits the `App`. pub fn quit(&mut self) { self.should_quit = true; } + /// Returns the fixed delta time set by the `App`. pub fn dt(&self) -> f32 { self.update_timer } - /// Sets the amount of times the game is updated per second + /// Sets the amount of times the `App` game logic is updated per second pub fn set_update_rate(&mut self, update_rate: u32) { if update_rate == 0 { self.update_timer = f32::INFINITY; @@ -240,6 +288,7 @@ impl App { winit_window.build(event_loop).unwrap() } + /// Starts the `App` event loop. pub fn run( mut self, setup: fn(&mut App, &mut R), diff --git a/crates/comet_app/src/game_state.rs b/crates/comet_app/src/game_state.rs deleted file mode 100755 index 9e2ada7..0000000 --- a/crates/comet_app/src/game_state.rs +++ /dev/null @@ -1 +0,0 @@ -pub trait GameState {} \ No newline at end of file diff --git a/crates/comet_app/src/lib.rs b/crates/comet_app/src/lib.rs index ce8f8dc..a43d191 100755 --- a/crates/comet_app/src/lib.rs +++ b/crates/comet_app/src/lib.rs @@ -1,4 +1,2 @@ pub use app::*; -pub use game_state::*; mod app; -mod game_state; \ No newline at end of file