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//! The core engine framework. use std::path::Path; use std::sync::Arc; use std::time::Duration; use core::ECSBundle; use rayon::ThreadPool; use shred::{Resource, RunNow}; use shrev::{EventChannel, ReaderId}; #[cfg(feature = "profiler")] use thread_profiler::{register_thread_with_profiler, write_profile}; use winit::{Event, WindowEvent}; use assets::{Asset, Loader, Source}; use core::frame_limiter::{FrameLimiter, FrameRateLimitConfig, FrameRateLimitStrategy}; use core::timing::{Stopwatch, Time}; use ecs::{Component, Dispatcher, DispatcherBuilder, System, World}; use ecs::common::Errors; use error::{Error, Result}; use state::{State, StateMachine}; use vergen; /// An Application is the root object of the game engine. It binds the OS /// event loop, state machines, timers and other core components in a central place. /// /// Since Application functions as the root of the game, Amethyst does not need /// to use any global variables. Within this object is everything that your /// game needs to run. #[derive(Derivative)] #[derivative(Debug)] pub struct Application<'a, 'b> { /// The world #[derivative(Debug = "ignore")] pub world: World, #[derivative(Debug = "ignore")] dispatcher: Dispatcher<'a, 'b>, events_reader_id: ReaderId<Event>, states: StateMachine<'a>, #[derivative(Debug = "ignore")] locals: Vec<Box<for<'c> RunNow<'c> + 'b>>, ignore_window_close: bool, } impl<'a, 'b> Application<'a, 'b> { /// Creates a new Application with the given initial game state. /// This will create and allocate all the needed resources for /// the event loop of the game engine. It is a shortcut for convenience /// if you need more control over how the engine is configured you should /// be using [build](struct.Application.html#method.build) instead. /// /// # Parameters /// /// - `path`: The default path for asset loading. /// /// - `initial_state`: The initial State handler of your game See /// [State](trait.State.html) for more information on what this is. /// /// # Returns /// /// Returns a `Result` type wrapping the `Application` type. See /// [errors](struct.Application.html#errors) for a full list of /// possible errors that can happen in the creation of a Application object. /// /// # Type Parameters /// /// - `P`: The path type for your standard asset path. /// /// - `S`: A type that implements the `State` trait. e.g. Your initial /// game logic. /// /// # Lifetimes /// /// - `a`: The lifetime of the `State` objects. /// - `b`: This lifetime is inherited from `specs` and `shred`, it is /// the minimum lifetime of the systems used by `Application` /// /// # Errors /// /// Application will return an error if the internal thread pool fails /// to initialize correctly because of systems resource limitations /// /// # Examples /// /// ~~~no_run /// use amethyst::prelude::*; /// /// struct NullState; /// impl State for NullState {} /// /// let mut game = Application::new("assets/", NullState).expect("Failed to initialize"); /// game.run(); /// ~~~ pub fn new<P, S>(path: P, initial_state: S) -> Result<Application<'a, 'b>> where P: AsRef<Path>, S: State + 'a, { ApplicationBuilder::new(path, initial_state)?.build() } /// Creates a new ApplicationBuilder with the given initial game state. /// /// This is identical in function to /// [ApplicationBuilder::new](struct.ApplicationBuilder.html#method.new). pub fn build<P, S>(path: P, initial_state: S) -> Result<ApplicationBuilder<'a, 'b, S>> where P: AsRef<Path>, S: State + 'a, { ApplicationBuilder::new(path, initial_state) } /// Run the gameloop until the game state indicates that the game is no /// longer running. This is done via the `State` returning `Trans::Quit` or /// `Trans::Pop` on the last state in from the stack. See full /// documentation on this in [State](trait.State.html) documentation. /// /// # Examples /// /// See the example supplied in the /// [`new`](struct.Application.html#examples) method. pub fn run(&mut self) { self.initialize(); self.world.write_resource::<Stopwatch>().start(); while self.states.is_running() { self.advance_frame(); self.world.write_resource::<FrameLimiter>().wait(); { let elapsed = self.world.read_resource::<Stopwatch>().elapsed(); let mut time = self.world.write_resource::<Time>(); time.increment_frame_number(); time.set_delta_time(elapsed); } let mut stopwatch = self.world.write_resource::<Stopwatch>(); stopwatch.stop(); stopwatch.restart(); } self.shutdown(); } /// Sets up the application. fn initialize(&mut self) { #[cfg(feature = "profiler")] profile_scope!("initialize"); self.states.start(&mut self.world); } /// Advances the game world by one tick. fn advance_frame(&mut self) { { let world = &mut self.world; let states = &mut self.states; #[cfg(feature = "profiler")] profile_scope!("handle_event"); let events = world .read_resource::<EventChannel<Event>>() .read(&mut self.events_reader_id) .cloned() .collect::<Vec<_>>(); for event in events { states.handle_event(world, event.clone()); if !self.ignore_window_close { if let &Event::WindowEvent { event: WindowEvent::Closed, .. } = &event { states.stop(world); } } } } { let do_fixed = { let time = self.world.write_resource::<Time>(); time.last_fixed_update().elapsed() >= time.fixed_time() }; #[cfg(feature = "profiler")] profile_scope!("fixed_update"); if do_fixed { self.states.fixed_update(&mut self.world); self.world.write_resource::<Time>().finish_fixed_update(); } #[cfg(feature = "profiler")] profile_scope!("update"); self.states.update(&mut self.world); } #[cfg(feature = "profiler")] profile_scope!("dispatch"); self.dispatcher.dispatch(&mut self.world.res); for local in &mut self.locals { local.run_now(&self.world.res); } #[cfg(feature = "profiler")] profile_scope!("maintain"); self.world.maintain(); // TODO: replace this with a more customizable method. // TODO: effectively, the user should have more control over error handling here // TODO: because right now the app will just exit in case of an error. self.world.write_resource::<Errors>().print_and_exit(); } /// Cleans up after the quit signal is received. fn shutdown(&mut self) { // Placeholder. } } #[cfg(feature = "profiler")] impl<'a, 'b> Drop for Application<'a, 'b> { fn drop(&mut self) { // TODO: Specify filename in config. let path = format!("{}/thread_profile.json", env!("CARGO_MANIFEST_DIR")); write_profile(path.as_str()); } } /// `ApplicationBuilder` is an interface that allows for creation of an [`Application`](struct.Application.html) /// using a custom set of configuration. This is the normal way an [`Application`](struct.Application.html) /// object is created. pub struct ApplicationBuilder<'a, 'b, T> { // config: Config, disp_builder: DispatcherBuilder<'a, 'b>, initial_state: T, /// Used by bundles to access the world directly pub world: World, locals: Vec<Box<for<'c> RunNow<'c> + 'b>>, ignore_window_close: bool, } impl<'a, 'b, T> ApplicationBuilder<'a, 'b, T> { /// Creates a new [ApplicationBuilder](struct.ApplicationBuilder.html) instance /// that wraps the initial_state. This is the more verbose way of initializing /// your application if you require specific configuration details to be changed /// away from the default. /// /// # Parameters /// - `initial_state`: The initial State handler of your game. See /// [State](trait.State.html) for more information on what this is. /// /// # Returns /// /// Returns a `Result` type wrapping the `Application` type. See /// [errors](struct.Application.html#errors) for a full list of /// possible errors that can happen in the creation of a Application object. /// /// # Type parameters /// /// - `S`: A type that implements the `State` trait. e.g. Your initial /// game logic. /// /// # Lifetimes /// /// - `a`: The lifetime of the `State` objects. /// - `b`: This lifetime is inherited from `specs` and `shred`, it is /// the minimum lifetime of the systems used by `Application` /// /// # Errors /// /// Application will return an error if the internal threadpool fails /// to initialize correctly because of systems resource limitations /// /// # Examples /// /// ~~~no_run /// use amethyst::prelude::*; /// use amethyst::core::transform::{Parent, LocalTransform, TransformSystem}; /// /// struct NullState; /// impl State for NullState {} /// /// // initialize the builder, the `ApplicationBuilder` object /// // follows the use pattern of most builder objects found /// // in the rust ecosystem. Each function modifies the object /// // returning a new object with the modified configuration. /// let mut game = Application::build("assets/", NullState) /// .expect("Failed to initialize") /// /// // components can be registered at this stage /// .register::<Parent>() /// .register::<LocalTransform>() /// /// // systems can be added before the game is run /// .with::<TransformSystem>(TransformSystem::new(), "transform_system", &[]) /// /// // lastly we can build the Application object /// .build() /// .expect("Failed to create Application"); /// /// // the game instance can now be run, this exits only when the game is done /// game.run(); /// ~~~ pub fn new<P: AsRef<Path>>(path: P, initial_state: T) -> Result<Self> { use bundle::AppBundle; use rustc_version_runtime; println!("Initializing Amethyst..."); println!("Version: {}", vergen::semver()); println!("Platform: {}", vergen::target()); println!("Amethyst git commit: {}", vergen::sha()); let rustc_meta = rustc_version_runtime::version_meta(); println!( "Rustc version: {} {:?}", rustc_meta.semver, rustc_meta.channel ); if let Some(hash) = rustc_meta.commit_hash { println!("Rustc git commit: {}", hash); } let mut disp_builder = DispatcherBuilder::new(); let mut world = World::new(); disp_builder = AppBundle::new(path).build(&mut world, disp_builder)?; Ok(ApplicationBuilder { disp_builder, initial_state, world, locals: Vec::default(), ignore_window_close: false, }) } /// Registers a component into the entity-component-system. This method /// takes no options other than the component type which is defined /// using a 'turbofish'. See the example for what this looks like. /// /// You must register a component type before it can be used. If /// code accesses a component that has not previously been registered /// it will `panic`. /// /// # Type Parameters /// /// - `C`: The Component type that you are registering. This must /// implement the `Component` trait to be registered. /// /// # Returns /// /// This function returns ApplicationBuilder after it has modified it /// /// # Examples /// /// ~~~no_run /// use amethyst::prelude::*; /// use amethyst::ecs::{Component, HashMapStorage}; /// /// struct NullState; /// impl State for NullState {} /// /// // define your custom type for the ECS /// struct Velocity([f32; 3]); /// /// // the compiler must be told how to store every component, `Velocity` /// // in this case. This is done via The `amethyst::ecs::Component` trait. /// impl Component for Velocity { /// // To do this the `Component` trait has an associated type /// // which is used to associate the type back to the container type. /// // There are a few common containers, VecStorage and HashMapStorage /// // are the most common used. /// // /// // See the documentation on the specs::Storage trait for more information. /// // https://docs.rs/specs/0.9.5/specs/struct.Storage.html /// type Storage = HashMapStorage<Velocity>; /// } /// /// // After creating a builder, we can add any number of components /// // using the register method. /// Application::build("assets/", NullState) /// .expect("Failed to initialize") /// .register::<Velocity>(); /// ~~~ /// pub fn register<C>(mut self) -> Self where C: Component, { self.world.register::<C>(); self } /// Adds the supplied ECS resource which can be accessed from game systems. /// /// Resources are common data that is shared with one or more game system. /// /// If a resource is added with the identical type as an existing resource, /// the new resource will replace the old one and the old resource will /// be dropped. /// /// # Parameters /// - `resource`: The initialized resource you wish to register /// /// # Type Parameters /// /// - `R`: `resource` must implement the `Resource` trait. This trait will /// be automatically implemented if `Any` + `Send` + `Sync` traits /// exist for type `R`. /// /// # Returns /// /// This function returns ApplicationBuilder after it has modified it. /// /// # Examples /// /// ~~~no_run /// use amethyst::prelude::*; /// /// struct NullState; /// impl State for NullState {} /// /// // your resource can be anything that can be safely stored in a `Arc` /// // in this example, it is a vector of scores with a user name /// struct HighScores(Vec<Score>); /// /// struct Score { /// score: u32, /// user: String /// } /// /// let score_board = HighScores(Vec::new()); /// Application::build("assets/", NullState) /// .expect("Failed to initialize") /// .with_resource(score_board); /// /// ~~~ pub fn with_resource<R>(mut self, resource: R) -> Self where R: Resource, { self.world.add_resource(resource); self } /// Inserts a barrier which assures that all systems added before the /// barrier are executed before the ones after this barrier. /// /// Does nothing if there were no systems added since the last call to /// `with_barrier()`. Thread-local systems are not affected by barriers; /// they're always executed at the end. /// /// # Returns /// /// This function returns ApplicationBuilder after it has modified it. /// /// # Examples /// /// ~~~no_run /// use amethyst::prelude::*; /// use amethyst::ecs::System; /// /// struct NullState; /// impl State for NullState {} /// /// struct NopSystem; /// impl<'a> System<'a> for NopSystem { /// type SystemData = (); /// fn run(&mut self, (): Self::SystemData) {} /// } /// /// // Three systems are added in this example. The "tabby cat" & "tom cat" /// // systems will both run in parallel. Only after both cat systems have /// // run is the "doggo" system permitted to run them. /// Application::build("assets/", NullState) /// .expect("Failed to initialize") /// .with(NopSystem, "tabby cat", &[]) /// .with(NopSystem, "tom cat", &[]) /// .with_barrier() /// .with(NopSystem, "doggo", &[]); /// ~~~ pub fn with_barrier(mut self) -> Self { self.disp_builder = self.disp_builder.add_barrier(); self } /// Adds a given system to the game loop. /// /// __Note:__ all dependencies must be added before you add the system. /// /// # Parameters /// /// - `system`: The system that is to be added to the game loop. /// - `name`: A unique string to identify the system by. This is used for /// dependency tracking. This name may be empty `""` string in which /// case it cannot be referenced as a dependency. /// - `dependencies`: A list of named system that _must_ have completed running /// before this system is permitted to run. /// This may be an empty list if there is no dependencies. /// /// # Returns /// /// This function returns ApplicationBuilder after it has modified it. /// /// # Type Parameters /// /// - `S`: A type that implements the `System` trait. /// /// # Panics /// /// If two system are added that share an identical name, this function will panic. /// Empty names are permitted, and this function will not panic if more then two are added. /// /// If a dependency is referenced (by name), but has not previously been added this /// function will panic. /// /// # Examples /// /// ~~~no_run /// use amethyst::prelude::*; /// use amethyst::ecs::System; /// /// struct NullState; /// impl State for NullState {} /// /// struct NopSystem; /// impl<'a> System<'a> for NopSystem { /// type SystemData = (); /// fn run(&mut self, _: Self::SystemData) {} /// } /// /// Application::build("assets/", NullState) /// .expect("Failed to initialize") /// // This will add the "foo" system to the game loop, in this case /// // the "foo" system will not depend on any systems. /// .with(NopSystem, "foo", &[]) /// // The "bar" system will only run after the "foo" system has completed /// .with(NopSystem, "bar", &["foo"]) /// // It is legal to register a system with an empty name /// .with(NopSystem, "", &[]); /// ~~~ pub fn with<S>(mut self, system: S, name: &str, dependencies: &[&str]) -> Self where for<'c> S: System<'c> + Send + 'a, { self.disp_builder = self.disp_builder.add(system, name, dependencies); self } /// Add a given thread-local system to the game loop. /// /// A thread-local system is one that _must_ run on the main thread of the /// game. A thread-local system would be necessary typically to work /// around vendor APIs that have thread dependent designs; an example /// being OpenGL which uses a thread-local state machine to function. /// /// All thread-local systems are executed sequentially after all /// non-thread-local systems. /// /// # Parameters /// /// - `system`: The system that is to be added to the game loop. /// /// # Returns /// /// This function returns ApplicationBuilder after it has modified it. /// /// # Type Parameters /// /// - `S`: A type that implements the `System` trait. /// /// # Examples /// /// ~~~no_run /// use amethyst::prelude::*; /// use amethyst::ecs::System; /// /// struct NullState; /// impl State for NullState {} /// /// struct NopSystem; /// impl<'a> System<'a> for NopSystem { /// type SystemData = (); /// fn run(&mut self, _: Self::SystemData) {} /// } /// /// Application::build("assets/", NullState) /// .expect("Failed to initialize") /// // the Nop system is registered here /// .with_thread_local(NopSystem); /// ~~~ pub fn with_thread_local<S>(mut self, system: S) -> Self where for<'c> S: System<'c> + 'b, { self.disp_builder = self.disp_builder.add_thread_local(system); self } /// Add a local `RunNow` system. /// /// The added system will be dispatched after all normal /// and thread local systems. This is special because it does /// accept types implementing only `RunNow`, but not /// `System`, which is needed for e.g. the `RenderSystem`. /// /// # Examples /// /// ```no_run /// use amethyst::core::transform::Transform; /// use amethyst::prelude::*; /// use amethyst::renderer::*; /// /// # struct Example; /// # impl State for Example {} /// # /// # fn run() -> Result<(), ::amethyst::Error> { /// let pipe = Pipeline::build().with_stage( /// Stage::with_backbuffer() /// .clear_target([0.0, 0.0, 0.0, 1.0], 1.0) /// .with_pass(DrawShaded::<PosNormTex>::new()), /// ); /// /// let config = DisplayConfig::load("config_path.ron"); /// /// let mut game = Application::build("resources/", Example)? /// .with_bundle(RenderBundle::new())? /// .with_local(RenderSystem::build(pipe, Some(config))?) /// .build()?; /// # Ok(()) /// # } /// # fn main() { run().unwrap(); } /// ``` pub fn with_local<S>(mut self, system: S) -> Self where for<'c> S: RunNow<'c> + 'b, { self.locals.push(Box::new(system)); self } /// Add a given ECS bundle to the game loop. /// /// A bundle is a container for registering a bunch of ECS systems and their dependent /// resources and components. /// /// # Parameters /// /// - `bundle`: The bundle to add /// /// # Returns /// /// This function returns ApplicationBuilder after it has modified it, this is /// wrapped in a `Result`. /// /// # Errors /// /// This function creates systems and resources, which use any number of dependent /// crates or APIs, which could result in any number of errors. /// See each individual bundle for a description of the errors it could produce. /// pub fn with_bundle<B>(mut self, bundle: B) -> Result<Self> where B: ECSBundle<'a, 'b>, { self.disp_builder = bundle .build(&mut self.world, self.disp_builder) .map_err(|err| Error::Core(err))?; Ok(self) } /// Register an asset store with the loader logic of the Application. /// /// If the asset store exists, that shares a name with the new store the net /// effect will be a replacement of the older store with the new one. /// No warning or panic will result from this action. /// /// # Parameters /// /// - `name`: A unique name or key to identify the asset storage location. `name` /// is used later to specify where the asset should be loaded from. /// - `store`: The asset store being registered. /// /// # Type Parameters /// /// - `I`: A `String`, or a type that can be converted into a`String`. /// - `S`: A `Store` asset loader. Typically this is a [`Directory`](../amethyst_assets/struct.Directory.html). /// /// # Returns /// /// This function returns ApplicationBuilder after it has modified it. /// /// # Examples /// /// ~~~no_run /// use amethyst::prelude::*; /// use amethyst::assets::{Directory, Loader}; /// use amethyst::renderer::ObjFormat; /// use amethyst::ecs::World; /// /// let mut game = Application::build("assets/", LoadingState) /// .expect("Failed to initialize") /// // Register the directory "custom_directory" under the name "resources". /// .with_source("custom_store", Directory::new("custom_directory")) /// .build() /// .expect("Failed to build game") /// .run(); /// /// struct LoadingState; /// impl State for LoadingState { /// fn on_start(&mut self, world: &mut World) { /// let storage = world.read_resource(); /// /// let loader = world.read_resource::<Loader>(); /// // Load a teapot mesh from the directory that registered above. /// let mesh = loader.load_from("teapot", ObjFormat, (), "custom_directory", /// (), &storage); /// } /// } /// ~~~ pub fn with_source<I, S>(self, name: I, store: S) -> Self where I: Into<String>, S: Source, { { let mut loader = self.world.write_resource::<Loader>(); loader.add_source(name, store); } self } /// Sets the maximum frames per second of this game. /// /// # Parameters /// /// `strategy`: the frame limit strategy to use /// `max_fps`: the maximum frames per second this game will run at. /// /// # Returns /// /// This function returns the ApplicationBuilder after modifying it. pub fn with_frame_limit(mut self, strategy: FrameRateLimitStrategy, max_fps: u32) -> Self { self.world .add_resource(FrameLimiter::new(strategy, max_fps)); self } /// Sets the maximum frames per second of this game, based on the given config. /// /// # Parameters /// /// `config`: the frame limiter config /// /// # Returns /// /// This function returns the ApplicationBuilder after modifying it. pub fn with_frame_limit_config(mut self, config: FrameRateLimitConfig) -> Self { self.world.add_resource(FrameLimiter::from_config(config)); self } /// Sets the duration between fixed updates, defaults to one sixtieth of a second. /// /// # Parameters /// /// `duration`: The duration between fixed updates. /// /// # Returns /// /// This function returns the ApplicationBuilder after modifying it. pub fn with_fixed_step_length(self, duration: Duration) -> Self { self.world.write_resource::<Time>().set_fixed_time(duration); self } /// Tells the resulting application window to ignore close events if ignore is true. /// This will make your game window unresponsive to operating system close commands. /// Use with caution. /// /// # Parameters /// /// `ignore`: Whether or not the window should ignore these events. False by default. /// /// # Returns /// /// This function returns the ApplicationBuilder after modifying it. pub fn ignore_window_close(mut self, ignore: bool) -> Self { self.ignore_window_close = ignore; self } /// Register a new asset type with the Application. All required components /// related to the storage of this asset type will be registered. Since /// Amethyst uses AssetFutures to allow for async content loading, Amethyst /// needs to have a system that translates AssetFutures into Components as /// they resolve. Amethyst registers a system to accomplish this. /// /// # Parameters /// /// `make_context`: A closure that returns an initialized `Asset::Context` /// object. This is given the a reference to the world object /// to allow it to find any resources previously registered. /// /// # Type Parameters /// /// - `A`: The asset type, an `Asset` in reference to Amethyst is a component /// that implements the [`Asset`](../amethyst_assets/trait.Asset.html) trait. /// - `F`: A function that returns the `Asset::Context` context object. /// /// # Returns /// /// This function returns ApplicationBuilder after it has modified it. /// /// // TODO: Create example of this function. It might be easier to build a large // example of a custom type in the `Asset` trait docs pub fn register_asset<A>(mut self) -> Self where A: Asset, { use assets::{AssetStorage, Handle}; self.world.add_resource(AssetStorage::<A>::new()); self.world.register::<Handle<A>>(); self } /// Build an `Application` object using the `ApplicationBuilder` as configured. /// /// # Returns /// /// This function returns an Application object wrapped in the Result type. /// /// # Errors /// /// This function currently will not produce an error, returning a result /// type was strictly for future possibilities. /// /// # Notes /// /// If the "profiler" feature is used, this function will register the thread /// that executed this function as the "Main" thread. /// /// # Examples /// /// See the [example show for `ApplicationBuilder::new()`](struct.ApplicationBuilder.html#examples) /// for an example on how this method is used. pub fn build(self) -> Result<Application<'a, 'b>> where T: State + 'a, { #[cfg(feature = "profiler")] register_thread_with_profiler("Main".into()); #[cfg(feature = "profiler")] profile_scope!("new"); let pool = self.world.read_resource::<Arc<ThreadPool>>().clone(); let reader_id = self.world .write_resource::<EventChannel<Event>>() .register_reader(); Ok(Application { world: self.world, // config: self.config, states: StateMachine::new(self.initial_state), events_reader_id: reader_id, dispatcher: self.disp_builder.with_pool(pool).build(), locals: self.locals, ignore_window_close: self.ignore_window_close, }) } }