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https://github.com/lisk77/comet.git
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396 lines
13 KiB
Rust
Executable file
396 lines
13 KiB
Rust
Executable file
use comet_colors::{Color as ColorTrait, LinearRgba};
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use comet_ecs::{Camera2D, Component, Entity, Render2D, Scene, Text, Transform2D, Transform3D};
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use comet_input::keyboard::Key;
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use comet_log::*;
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use comet_renderer::renderer::Renderer;
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use comet_sound::*;
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use std::any::{type_name, Any, TypeId};
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use std::sync::Arc;
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use winit::dpi::LogicalSize;
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use winit::{
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event::*,
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event_loop::EventLoop,
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window::{Icon, Window},
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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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size: Option<LogicalSize<u32>>,
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clear_color: Option<LinearRgba>,
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input_manager: InputManager,
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delta_time: f32,
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update_timer: f32,
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game_state: Option<Box<dyn Any>>,
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audio: Box<dyn Audio>,
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scene: Scene,
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fullscreen: bool,
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should_quit: bool,
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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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icon: None,
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size: None,
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clear_color: None,
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input_manager: InputManager::new(),
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delta_time: 0.0,
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update_timer: 0.0166667,
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game_state: None,
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audio: Box::new(KiraAudio::new()),
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scene: Scene::new(),
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fullscreen: false,
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should_quit: false,
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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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info!("Creating 2D app!");
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self.scene.register_component::<Transform2D>();
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self.scene.register_component::<Render2D>();
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self.scene.register_component::<Camera2D>();
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self.scene.register_component::<Text>();
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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::<Text>();
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}
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};
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self
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}
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fn load_icon(path: &std::path::Path) -> Option<Icon> {
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let image = match image::open(path) {
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Ok(image) => image,
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Err(_) => {
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error!("Failed loading icon {}", path.display());
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return None;
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}
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};
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let rgba_image = image.to_rgba8();
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let (width, height) = rgba_image.dimensions();
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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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pub fn load_audio(&mut self, name: &str, path: &str) {
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self.audio.load(name, path);
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}
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pub fn play_audio(&mut self, name: &str, looped: bool) {
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self.audio.play(name, looped);
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}
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pub fn pause_audio(&mut self, name: &str) {
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self.audio.pause(name);
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}
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pub fn stop_audio(&mut self, name: &str) {
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self.audio.stop(name);
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}
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pub fn stop_all_audio(&mut self) {
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self.audio.stop_all();
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}
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pub fn update_audio(&mut self, dt: f32) {
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self.audio.update(dt);
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}
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pub fn is_playing(&self, name: &str) -> bool {
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self.audio.is_playing(name)
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}
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pub fn set_volume(&mut self, name: &str, volume: f32) {
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self.audio.set_volume(name, volume);
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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 `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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return;
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}
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self.update_timer = 1.0 / update_rate as f32;
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}
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fn create_window(
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app_title: String,
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app_icon: &Option<Icon>,
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window_size: &Option<LogicalSize<u32>>,
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event_loop: &EventLoop<()>,
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) -> Window {
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let winit_window = winit::window::WindowBuilder::new().with_title(app_title);
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let winit_window = if let Some(icon) = app_icon.clone() {
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winit_window.with_window_icon(Some(icon))
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} else {
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winit_window
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};
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let winit_window = if let Some(size) = window_size.clone() {
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winit_window.with_inner_size(size)
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} else {
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winit_window
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};
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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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update: fn(&mut App, &mut R, f32),
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) {
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info!("Starting up {}!", self.title);
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pollster::block_on(async {
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let event_loop = EventLoop::new().unwrap();
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let window = Arc::new(Self::create_window(
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self.title.clone(),
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&self.icon,
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&self.size,
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&event_loop,
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));
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let mut renderer = R::new(window.clone(), self.clear_color.clone());
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info!("Renderer created! ({})", type_name::<R>());
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info!("Setting up!");
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setup(&mut self, &mut renderer);
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let mut time_stack = 0.0;
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info!("Starting event loop!");
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event_loop
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.run(|event, elwt| {
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self.delta_time = renderer.update();
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if self.should_quit {
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elwt.exit()
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}
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self.input_manager.update(&event);
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if self.dt() != f32::INFINITY {
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time_stack += self.delta_time;
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while time_stack > self.update_timer {
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let time = self.dt();
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update(&mut self, &mut renderer, time);
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time_stack -= self.update_timer;
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}
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}
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} => match event {
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WindowEvent::CloseRequested {} => elwt.exit(),
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WindowEvent::Resized(physical_size) => {
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renderer.resize(*physical_size);
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}
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WindowEvent::RedrawRequested => {
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window.request_redraw();
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match renderer.render() {
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Ok(_) => {}
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Err(e) => error!("Error rendering: {}", e),
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}
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}
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_ => {}
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},
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_ => {}
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}
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})
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.unwrap()
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});
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info!("Shutting down {}!", self.title);
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}
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}
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