feat: moved the ECS related functions to the App to remove unnecessary calling of the World struct inside App.

This commit is contained in:
lisk77 2025-02-23 16:51:31 +01:00
parent f07b829b7d
commit ee3d0bdb9e
7 changed files with 258 additions and 81 deletions

View file

@ -1,8 +1,10 @@
use std::any::{type_name, Any};
use std::sync::{Arc, Mutex, RwLock};
use std::sync::atomic::AtomicBool;
use std::thread;
use std::time::{Duration, Instant};
use comet_ecs::{Component, ComponentSet, Render, Transform2D, Transform3D, World};
use crossbeam_channel::bounded;
use comet_ecs::{Component, ComponentSet, Entity, Render, Transform2D, Transform3D, World};
use comet_resources::{ResourceManager, Vertex};
use comet_renderer::renderer2d::Renderer2D;
@ -17,6 +19,7 @@ use comet_ecs::math::Point3;
use comet_log::*;
use winit::dpi::{LogicalSize, PhysicalSize};
use winit::event_loop::ControlFlow;
use winit::window::Fullscreen;
use winit_input_helper::WinitInputHelper;
use comet_input::input_handler::InputHandler;
use comet_input::keyboard::Key;
@ -28,8 +31,15 @@ pub enum ApplicationType {
App3D
}
pub struct App<'a> {
title: &'a str,
pub enum AppMessage {
Resize(PhysicalSize<u32>),
Input(WinitInputHelper),
UpdateCompleted(f32),
Quit
}
pub struct App {
title: String,
icon: Option<Icon>,
size: Option<LogicalSize<u32>>,
clear_color: Option<LinearRgba>,
@ -42,10 +52,10 @@ pub struct App<'a> {
should_quit: bool
}
impl<'a> App<'a> {
impl App {
pub fn new() -> Self {
Self {
title: "Untitled",
title: "Untitled".to_string(),
icon: None,
size: None,
clear_color: None,
@ -59,13 +69,13 @@ impl<'a> App<'a> {
}
}
pub fn with_title(mut self, title: &'a str) -> Self {
self.title = title;
pub fn with_title(mut self, title: impl Into<String>) -> Self {
self.title = title.into();
self
}
pub fn with_icon(mut self, path: &'a str) -> Self {
self.icon = Some(Self::load_icon(std::path::Path::new(path)).unwrap());
pub fn with_icon(mut self, path: impl AsRef<std::path::Path>) -> Self {
self.icon = Self::load_icon(path.as_ref());
self
}
@ -99,7 +109,13 @@ impl<'a> App<'a> {
}
fn load_icon(path: &std::path::Path) -> Option<Icon> {
let image = image::open(path).expect("Failed to open icon image");
let image = match image::open(path) {
Ok(image) => image,
Err(e) => {
error!("Failed loading icon {}", path.display());
return None;
}
};
let rgba_image = image.to_rgba8();
let (width, height) = rgba_image.dimensions();
Some(Icon::from_rgba(rgba_image.into_raw(), width, height).unwrap())
@ -113,14 +129,6 @@ impl<'a> App<'a> {
self.game_state.as_mut()?.downcast_mut::<T>()
}
pub fn world(&self) -> &World {
&self.world
}
pub fn world_mut(&mut self) -> &mut World {
&mut self.world
}
pub fn input_manager(&self) -> &WinitInputHelper {
&self.input_manager
}
@ -137,6 +145,46 @@ impl<'a> App<'a> {
self.input_manager.key_released(key)
}
pub fn new_entity(&mut self) -> u32 {
self.world.new_entity()
}
pub fn delete_entity(&mut self, entity_id: usize) {
self.world.delete_entity(entity_id)
}
pub fn get_entity(&self, entity_id: usize) -> Option<&Entity> {
self.world.get_entity(entity_id)
}
pub fn get_entity_mut(&mut self, entity_id: usize) -> Option<&mut Entity> {
self.world.get_entity_mut(entity_id)
}
pub fn register_component<C: Component>(&mut self) {
self.world.register_component::<C>()
}
pub fn deregister_component<C: Component>(&mut self) {
self.world.deregister_component::<C>()
}
pub fn add_component<C: Component>(&mut self, entity_id: usize, component: C) {
self.world.add_component(entity_id, component)
}
pub fn remove_component<C: Component>(&mut self, entity_id: usize) {
self.world.remove_component::<C>(entity_id)
}
pub fn get_component<C: Component>(&self, entity_id: usize) -> Option<&C> {
self.world.get_component::<C>(entity_id)
}
pub fn get_component_mut<C: Component>(&mut self, entity_id: usize) -> Option<&mut C> {
self.world.get_component_mut::<C>(entity_id)
}
pub fn quit(&mut self) {
self.should_quit = true;
}
@ -154,7 +202,7 @@ impl<'a> App<'a> {
self.update_timer = 1.0/update_rate as f32;
}
fn create_window(app_title: &str, app_icon: &Option<Icon>, window_size: &Option<LogicalSize<u32>>, event_loop: &EventLoop<()>) -> Window {
fn create_window(app_title: String, app_icon: &Option<Icon>, window_size: &Option<LogicalSize<u32>>, event_loop: &EventLoop<()>) -> Window {
let winit_window = winit::window::WindowBuilder::new()
.with_title(app_title);
@ -173,19 +221,103 @@ impl<'a> App<'a> {
winit_window.build(event_loop).unwrap()
}
/*pub fn run<R: Renderer>(mut self, setup: fn(&mut App, &mut R), update: fn(&mut App, &mut R, f32)) {
/*pub fn run<R: Renderer + 'static>(mut self, setup: fn(&mut App, &mut R), update: fn(&mut App, &mut R, f32)) {
info!("Starting up {}!", self.title);
pollster::block_on(async {
let event_loop = EventLoop::new().unwrap();
let window = Arc::new(Self::create_window(self.title, &self.icon, &self.size ,&event_loop));
let mut renderer = R::new(window.clone(), self.clear_color.clone()).await;
let window = Arc::new(Self::create_window(self.title.clone(), &self.icon, &self.size, &event_loop));
let mut renderer = Arc::new(RwLock::new(R::new(window.clone(), self.clear_color.clone()).await));
info!("Renderer created! ({})", type_name::<R>());
window.set_maximized(true);
setup(&mut self, &mut renderer);
let app = Arc::new(RwLock::new(self.clone()));
// Run setup with locked app
{
let mut app_lock = app.write().unwrap();
let mut renderer_lock = renderer.write().unwrap();
setup(&mut *app_lock, &mut *renderer_lock);
}
let (game_tx, game_rx) = bounded::<AppMessage>(10);
let (render_tx, render_rx) = bounded::<AppMessage>(10);
// Spawn game logic thread
let game_thread_app = Arc::clone(&app);
let game_thread_renderer = Arc::clone(&renderer);
thread::spawn(move || {
let mut time_stack = 0.0;
let mut last_update = Instant::now();
while !game_thread_app.read().unwrap().should_quit {
let now = Instant::now();
let delta = now.duration_since(last_update).as_secs_f32();
// Get a single write lock and use it for the entire update
let mut app_lock = game_thread_app.write().unwrap();
app_lock.delta_time = delta;
time_stack += delta;
let update_timer = app_lock.update_timer; // Store the timer value
while time_stack > update_timer {
let mut renderer_lock = game_thread_renderer.write().unwrap();
update(&mut *app_lock, &mut *renderer_lock, delta);
drop(renderer_lock);
time_stack -= update_timer;
render_tx.send(AppMessage::UpdateCompleted(delta)).unwrap();
}
// Lock is automatically released here
drop(app_lock);
last_update = now;
thread::sleep(Duration::from_millis(1));
}
});
// Main thread handles events and rendering
info!("Starting event loop!");
event_loop.run(move |event, elwt| {
// Get a single write lock for the entire input handling
let mut app_lock = app.write().unwrap();
if app_lock.should_quit {
elwt.exit();
}
app_lock.input_manager.update(&event);
drop(app_lock); // Explicitly drop the lock before event handling
match event {
Event::WindowEvent { ref event, .. } => {
match event {
WindowEvent::CloseRequested => {
app.write().unwrap().quit();
elwt.exit();
}
WindowEvent::Resized(size) => {
let mut renderer_lock = renderer.write().unwrap();
renderer_lock.resize(*size);
}
WindowEvent::RedrawRequested => {
while let Ok(AppMessage::UpdateCompleted(_)) = render_rx.try_recv() {
let mut renderer_lock = renderer.write().unwrap();
match renderer_lock.render() {
Ok(_) => window.request_redraw(),
Err(e) => error!("Error rendering: {}", e)
}
}
}
_ => {}
}
}
_ => {}
}
}).unwrap();
});
info!("Shutting down {}!", self.title);
info!("Shutting down {}!", self.title.clone());
}*/
pub fn run<R: Renderer>(mut self, setup: fn(&mut App, &mut R), update: fn(&mut App, &mut R, f32)) {
@ -193,10 +325,10 @@ impl<'a> App<'a> {
pollster::block_on(async {
let event_loop = EventLoop::new().unwrap();
let window = Arc::new(Self::create_window(self.title, &self.icon, &self.size ,&event_loop));
let window = Arc::new(Self::create_window(self.title.clone(), &self.icon, &self.size ,&event_loop));
let mut renderer = R::new(window.clone(), self.clear_color.clone()).await;
info!("Renderer created! ({})", type_name::<R>());
window.set_maximized(true);
//window.set_maximized(true);
info!("Setting up!");
setup(&mut self, &mut renderer);