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feat: add layers (#21)
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grzi committed Mar 13, 2021
1 parent 86a4add commit 7289e35
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Showing 6 changed files with 94 additions and 16 deletions.
1 change: 0 additions & 1 deletion README.md
Expand Up @@ -4,4 +4,3 @@ Scion is a minimalist, **easy** to use, modulable game engine built on top of le




23 changes: 16 additions & 7 deletions examples/hello-world/main.rs
@@ -1,27 +1,36 @@
use scion::application::Scion;
use scion::legion::{system, Resources, World};
use scion::utils::time::Time;
use log::{info};
use log::info;
use scion::utils::window::WindowDimensions;


use scion::renderer::{RendererType, ScionRenderer};
use miniquad::Context;
use scion::game_layer::{SimpleGameLayer, GameLayer, GameLayerType};
use scion::legion::systems::ParallelRunnable;
use scion::renderer::bidimensional::triangle::Triangle;

#[system]
fn time(#[resource] time: &Time) {
info!("Last frame duration : {:?}", time.delta_duration());
info!("Time elapsed in the last frame : {:?}", time.delta_duration())
}

#[system]
fn screen(#[resource] screen_dimension: &WindowDimensions) {
info!("Screen dimension : {:?}", screen_dimension);
#[derive(Default)]
struct Layer;
impl SimpleGameLayer for Layer {
fn on_start(&mut self, world: &mut World, _resource: &mut Resources) {
world.push((Triangle,));
}

fn update(&mut self, _world: &mut World, _resource: &mut Resources) {
info!("Hello from game Layer");
}
}

fn main() {
Scion::app()
.with_system(time_system())
.with_system(screen_system())
.with_renderer(RendererType::Scion2D)
.with_game_layer(GameLayer::weak::<Layer>())
.run();
}
42 changes: 38 additions & 4 deletions src/application.rs
Expand Up @@ -9,13 +9,15 @@ use crate::utils::window::WindowDimensions;
use crate::renderer::{RendererType, ScionRenderer};

use crate::renderer::bidimensional::triangle::Triangle;
use crate::game_layer::{GameLayer, SimpleGameLayer, GameLayerType, LayerAction};

/// `Scion` is the entry point of any application made with Scion engine.
pub struct Scion {
config: ScionConfig,
world: World,
resources: Resources,
schedule: Schedule,
game_layers: Vec<Box<GameLayer>>,
context: Option<Context>,
renderer: Box<dyn ScionRenderer>,
}
Expand Down Expand Up @@ -60,30 +62,56 @@ impl Scion {
let screen_size = context.screen_size();
self.context = Some(context);
self.resources.insert(Time::default());

self.resources.insert(WindowDimensions::new(screen_size));
self.world.push((Triangle,));

self.apply_layers_action(LayerAction::START);
self
}

fn next_frame(&mut self) {
self.apply_layers_action(LayerAction::UPDATE);
self.resources.get_mut::<Time>().expect("Time is an internal resource and can't be missing").frame();
self.schedule.execute(&mut self.world, &mut self.resources);
self.apply_layers_action(LayerAction::LATE_UPDATE);
}

fn apply_layers_action(&mut self, action: LayerAction) {
let layers_len = self.game_layers.len();
if layers_len > 0 {
for layer_index in (0..layers_len).rev(){
let current_layer = self.game_layers.get_mut(layer_index).expect("We just checked the len");
match &mut current_layer.layer {
GameLayerType::Strong(simple_layer) | GameLayerType::Weak(simple_layer) => {
match action {
LayerAction::UPDATE => simple_layer.update(&mut self.world, &mut self.resources),
LayerAction::START => simple_layer.on_start(&mut self.world, &mut self.resources),
LayerAction::STOP => simple_layer.on_stop(&mut self.world, &mut self.resources),
LayerAction::LATE_UPDATE => simple_layer.late_update(&mut self.world, &mut self.resources),
};
}
}
if let GameLayerType::Strong(_) = current_layer.layer{
break;
}
}
}
}
}

pub struct ScionBuilder {
config: ScionConfig,
schedule_builder: Builder,
renderer: RendererType
renderer: RendererType,
game_layers: Vec<Box<GameLayer>>
}

impl ScionBuilder {
fn new(config: ScionConfig) -> Self {
Self {
config,
schedule_builder: Default::default(),
renderer: Default::default()
renderer: Default::default(),
game_layers: Default::default()
}
}

Expand All @@ -110,13 +138,19 @@ impl ScionBuilder {
self
}

pub fn with_game_layer(mut self, game_layer: Box<GameLayer>) -> Self{
self.game_layers.push(game_layer);
self
}

/// Builds, setups and runs the Scion application
pub fn run(mut self) {
let scion = Scion {
config: self.config,
world: Default::default(),
resources: Default::default(),
schedule: self.schedule_builder.build(),
game_layers: self.game_layers,
context: None,
renderer: self.renderer.into_boxed_renderer()
};
Expand Down
36 changes: 36 additions & 0 deletions src/game_layer.rs
@@ -0,0 +1,36 @@
use legion::{Resources, World};
use std::fmt::Debug;

/// Trait to implement in order to create a `GameLayer`.
pub trait SimpleGameLayer {
fn on_start(&mut self, _world: &mut World, _resource: &mut Resources) {}
fn update(&mut self, _world: &mut World, _resource: &mut Resources) {}
fn late_update(&mut self, _world: &mut World, _resource: &mut Resources) {}
fn on_stop(&mut self, _world: &mut World, _resource: &mut Resources) {}
}

pub(crate) enum LayerAction {
UPDATE, START, STOP, LATE_UPDATE
}

pub struct GameLayer{
pub(crate) layer: GameLayerType
}

impl GameLayer {
pub fn weak<T: SimpleGameLayer + Default + 'static>() -> Box<GameLayer> {
Box::new(GameLayer{layer: GameLayerType::Weak(Box::new(T::default()))})
}

pub fn strong<T: SimpleGameLayer + Default + 'static>() -> Box<GameLayer> {
Box::new(GameLayer{layer: GameLayerType::Strong(Box::new(T::default()))})
}
}

/// The `GameLayer` determines if the layer is blocking the execution queue.
pub enum GameLayerType {
/// All the layers that are under the `STRONG` Layers won't be executed.
Strong(Box<dyn SimpleGameLayer>),
/// The next layer under a `WEAK` layer will be executed
Weak(Box<dyn SimpleGameLayer>),
}
3 changes: 2 additions & 1 deletion src/lib.rs
Expand Up @@ -4,4 +4,5 @@ pub use legion;
pub mod application;
pub mod config;
pub mod utils;
pub mod renderer;
pub mod renderer;
pub mod game_layer;
5 changes: 2 additions & 3 deletions src/renderer/mod.rs
@@ -1,5 +1,4 @@
pub mod bidimensional;
use log::*;
use miniquad::Context;
use legion::{World, Resources};

Expand Down Expand Up @@ -29,8 +28,8 @@ impl Default for RendererType{
impl RendererType{
pub(crate) fn into_boxed_renderer(self) -> Box<dyn ScionRenderer>{
match self{
RendererType::Scion2D => { warn!("scion2S");Box::new(bidimensional::renderer::Scion2D) }
RendererType::Custom(boxed) => { warn!("Boxed"); boxed }
RendererType::Scion2D => { Box::new(bidimensional::renderer::Scion2D) }
RendererType::Custom(boxed) => { boxed }
}
}
}

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