EngineBuilder

Struct EngineBuilder 

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pub struct EngineBuilder { /* private fields */ }
Expand description

A builder class that helps create an application with specific details

Implementations§

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impl EngineBuilder

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pub fn new() -> Self

Creates a builder with some defualt presets

Self {
    resolution: (600, 600),
    full_screen: false,
    target_fps: 30,
    close_key: None,
    window_icon: None,
    window_title: "Bottonless-Pit Game".into(),
    resizable: true,
    vysnc: false,
}
Examples found in repository?
examples/line.rs (line 10)
9fn main() {
10    let engine = EngineBuilder::new().build().unwrap();
11
12    let line_material = LineMaterial::new(&engine);
13
14    let game = LineExample {
15        material: line_material,
16    };
17
18    engine.run(game);
19}
More examples
Hide additional examples
examples/debug_triangle.rs (line 10)
9fn main() {
10    let mut engine = EngineBuilder::new()
11        .with_resolution((400, 400))
12        .build()
13        .unwrap();
14
15    let material = MaterialBuilder::new().build(&mut engine);
16
17    let pos = DebugTriangle { material };
18
19    engine.run(pos);
20}
examples/input.rs (line 10)
9fn main() {
10    let engine = EngineBuilder::new().build().unwrap();
11
12    let text_mat = TextMaterial::new("this is a test", Colour::RED, 20.0, 20.0 * 1.3);
13
14    let text_example = TextExample {
15        text_mat,
16        text: String::new(),
17    };
18
19    engine.run(text_example);
20}
examples/text.rs (line 12)
11fn main() {
12    let mut engine = EngineBuilder::new().build().unwrap();
13
14    let comic = Font::new("examples/Comic.ttf", &mut engine, LoadingOp::Blocking);
15    let text_mat = TextMaterial::new("this is a test", Colour::RED, 0.5, 0.5 * 1.3);
16
17    let text_example = TextExample {
18        text_mat,
19        comic,
20        font_size: 0.5,
21    };
22
23    engine.run(text_example);
24}
examples/rectangles.rs (line 13)
12fn main() {
13    let mut engine = EngineBuilder::new().build().unwrap();
14
15    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
16
17    let texture_material = MaterialBuilder::new()
18        .add_texture(texture)
19        .build(&mut engine);
20    let regular_material = MaterialBuilder::new().build(&mut engine);
21
22    let pos = Position {
23        pos: vec2! { 0.0 },
24        regular_material,
25        texture_material,
26        state: false,
27    };
28
29    engine.run(pos);
30}
examples/camera.rs (line 14)
13fn main() {
14    let mut engine = EngineBuilder::new().build().unwrap();
15
16    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
17
18    let material = MaterialBuilder::new()
19        .add_texture(texture)
20        .build(&mut engine);
21
22    let camera = Camera::default();
23
24    let text = TextMaterial::new(
25        "Mouse pos: 0,0 \n Mouse pos: 0, 0",
26        Colour::WHITE,
27        15.0,
28        20.0,
29    );
30
31    let game = CameraExample {
32        material,
33        text,
34        camera,
35    };
36
37    engine.run(game);
38}
Source

pub fn with_resolution(self, resolution: (u32, u32)) -> Self

Overides the defualt resolution

Examples found in repository?
examples/debug_triangle.rs (line 11)
9fn main() {
10    let mut engine = EngineBuilder::new()
11        .with_resolution((400, 400))
12        .build()
13        .unwrap();
14
15    let material = MaterialBuilder::new().build(&mut engine);
16
17    let pos = DebugTriangle { material };
18
19    engine.run(pos);
20}
More examples
Hide additional examples
examples/texture.rs (line 15)
12fn main() {
13    let mut engine = EngineBuilder::new()
14        .set_window_title("Testing Triangle")
15        .with_resolution((400, 400))
16        .build()
17        .unwrap();
18
19    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
20
21    let texture = MaterialBuilder::new()
22        .add_texture(texture)
23        .build(&mut engine);
24    let defualt = MaterialBuilder::new().build(&mut engine);
25
26    let s = TextureExample {
27        current: texture,
28        other: defualt,
29        pos: vec2! { 0.0 },
30    };
31
32    engine.run(s);
33}
examples/ngon.rs (line 18)
16fn main() {
17    let mut engine = EngineBuilder::new()
18        .with_resolution((500, 500))
19        .remove_vsync()
20        .build()
21        .unwrap();
22
23    let data = Time {
24        time: 0.0,
25        _pading: 0.0,
26        _padding2: 0.0,
27        _padding4: 0.0,
28    };
29
30    let uniform_data = UniformData::new(&data);
31
32    let mouse_shader = Shader::new(
33        "examples/sinewaves.wgsl",
34        ShaderOptions::with_uniform_data(&uniform_data),
35        &mut engine,
36        LoadingOp::Blocking,
37    );
38
39    let regular_material = MaterialBuilder::new()
40        .set_shader(mouse_shader)
41        .build(&mut engine);
42
43    let pos = Position {
44        regular_material,
45        time: data,
46    };
47
48    engine.run(pos);
49}
examples/lightmap.rs (line 18)
15fn main() {
16    let mut engine = EngineBuilder::new()
17        .set_window_title("Lightmap")
18        .with_resolution((800, 800))
19        .build()
20        .unwrap();
21
22    let uniform_texture = UniformTexture::new(&engine, engine.get_window_size());
23
24    let light = Light {
25        colour: Colour::ORANGE,
26        pos_x: 0.0,
27        pos_y: 0.0,
28        brightness: 0.75,
29        aspect_ratio: 1.0,
30    };
31
32    let light_data = UniformData::new(&light);
33
34    let shader_options = ShaderOptions::with_all(&light_data, &uniform_texture);
35    let light_shader = Shader::new(
36        "examples/light.wgsl",
37        shader_options,
38        &mut engine,
39        LoadingOp::Blocking,
40    );
41
42    let material = MaterialBuilder::new()
43        .set_shader(light_shader)
44        .build(&mut engine);
45
46    let ocluder_material = MaterialBuilder::new().build(&mut engine);
47
48    let rectangles = vec![
49        Rectangle::new(Vec2 { x: 120.0, y: 20.0 }, Vec2 { x: 50.0, y: 50.0 }),
50        Rectangle::new(Vec2 { x: 270.0, y: 70.0 }, Vec2 { x: 50.0, y: 50.0 }),
51        Rectangle::new(Vec2 { x: 130.0, y: 280.0 }, Vec2 { x: 50.0, y: 50.0 }),
52        Rectangle::new(Vec2 { x: 220.0, y: 300.0 }, Vec2 { x: 50.0, y: 50.0 }),
53        Rectangle::new(Vec2 { x: 350.0, y: 350.0 }, Vec2 { x: 100.0, y: 100.0 }),
54    ];
55
56    let s = TextureExample {
57        material,
58        ocluder_material,
59        light,
60        uniform_texture,
61        rectangles,
62        mouse_pos: ZEROS,
63    };
64
65    engine.run(s);
66}
Source

pub fn fullscreen(self) -> Self

Will cause the window to be fullscreen upon launch

Source

pub fn set_target_fps(self, fps: u16) -> Self

Sets a target fps cap. The thread will spin sleep using the spin_sleep crate untill the desired frame time is reached. If the frames are slower than the target no action is taken to “speed” up the rendering and updating

Source

pub fn remove_vsync(self) -> Self

Will cause the framerate to be uncapped if the platform supports it using wgpu’s PresentMode::AutoNoVsync by defualt the engine uses PresentMode::AutoVsync

Examples found in repository?
examples/ngon.rs (line 19)
16fn main() {
17    let mut engine = EngineBuilder::new()
18        .with_resolution((500, 500))
19        .remove_vsync()
20        .build()
21        .unwrap();
22
23    let data = Time {
24        time: 0.0,
25        _pading: 0.0,
26        _padding2: 0.0,
27        _padding4: 0.0,
28    };
29
30    let uniform_data = UniformData::new(&data);
31
32    let mouse_shader = Shader::new(
33        "examples/sinewaves.wgsl",
34        ShaderOptions::with_uniform_data(&uniform_data),
35        &mut engine,
36        LoadingOp::Blocking,
37    );
38
39    let regular_material = MaterialBuilder::new()
40        .set_shader(mouse_shader)
41        .build(&mut engine);
42
43    let pos = Position {
44        regular_material,
45        time: data,
46    };
47
48    engine.run(pos);
49}
Source

pub fn set_close_key(self, key: Key) -> Self

Sets a key that will instantly close the window

Source

pub fn set_window_title(self, title: &str) -> Self

Sets the title of the window

Examples found in repository?
examples/texture.rs (line 14)
12fn main() {
13    let mut engine = EngineBuilder::new()
14        .set_window_title("Testing Triangle")
15        .with_resolution((400, 400))
16        .build()
17        .unwrap();
18
19    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
20
21    let texture = MaterialBuilder::new()
22        .add_texture(texture)
23        .build(&mut engine);
24    let defualt = MaterialBuilder::new().build(&mut engine);
25
26    let s = TextureExample {
27        current: texture,
28        other: defualt,
29        pos: vec2! { 0.0 },
30    };
31
32    engine.run(s);
33}
More examples
Hide additional examples
examples/lightmap.rs (line 17)
15fn main() {
16    let mut engine = EngineBuilder::new()
17        .set_window_title("Lightmap")
18        .with_resolution((800, 800))
19        .build()
20        .unwrap();
21
22    let uniform_texture = UniformTexture::new(&engine, engine.get_window_size());
23
24    let light = Light {
25        colour: Colour::ORANGE,
26        pos_x: 0.0,
27        pos_y: 0.0,
28        brightness: 0.75,
29        aspect_ratio: 1.0,
30    };
31
32    let light_data = UniformData::new(&light);
33
34    let shader_options = ShaderOptions::with_all(&light_data, &uniform_texture);
35    let light_shader = Shader::new(
36        "examples/light.wgsl",
37        shader_options,
38        &mut engine,
39        LoadingOp::Blocking,
40    );
41
42    let material = MaterialBuilder::new()
43        .set_shader(light_shader)
44        .build(&mut engine);
45
46    let ocluder_material = MaterialBuilder::new().build(&mut engine);
47
48    let rectangles = vec![
49        Rectangle::new(Vec2 { x: 120.0, y: 20.0 }, Vec2 { x: 50.0, y: 50.0 }),
50        Rectangle::new(Vec2 { x: 270.0, y: 70.0 }, Vec2 { x: 50.0, y: 50.0 }),
51        Rectangle::new(Vec2 { x: 130.0, y: 280.0 }, Vec2 { x: 50.0, y: 50.0 }),
52        Rectangle::new(Vec2 { x: 220.0, y: 300.0 }, Vec2 { x: 50.0, y: 50.0 }),
53        Rectangle::new(Vec2 { x: 350.0, y: 350.0 }, Vec2 { x: 100.0, y: 100.0 }),
54    ];
55
56    let s = TextureExample {
57        material,
58        ocluder_material,
59        light,
60        uniform_texture,
61        rectangles,
62        mouse_pos: ZEROS,
63    };
64
65    engine.run(s);
66}
Source

pub fn set_window_icon(self, icon: Icon) -> Self

Sets the window icon

Source

pub fn unresizable(self) -> Self

Prevents the window from being resized during runtime

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pub fn build(self) -> Result<Engine, BuildError>

Attempts to buld the Engine

Examples found in repository?
examples/line.rs (line 10)
9fn main() {
10    let engine = EngineBuilder::new().build().unwrap();
11
12    let line_material = LineMaterial::new(&engine);
13
14    let game = LineExample {
15        material: line_material,
16    };
17
18    engine.run(game);
19}
More examples
Hide additional examples
examples/debug_triangle.rs (line 12)
9fn main() {
10    let mut engine = EngineBuilder::new()
11        .with_resolution((400, 400))
12        .build()
13        .unwrap();
14
15    let material = MaterialBuilder::new().build(&mut engine);
16
17    let pos = DebugTriangle { material };
18
19    engine.run(pos);
20}
examples/input.rs (line 10)
9fn main() {
10    let engine = EngineBuilder::new().build().unwrap();
11
12    let text_mat = TextMaterial::new("this is a test", Colour::RED, 20.0, 20.0 * 1.3);
13
14    let text_example = TextExample {
15        text_mat,
16        text: String::new(),
17    };
18
19    engine.run(text_example);
20}
examples/text.rs (line 12)
11fn main() {
12    let mut engine = EngineBuilder::new().build().unwrap();
13
14    let comic = Font::new("examples/Comic.ttf", &mut engine, LoadingOp::Blocking);
15    let text_mat = TextMaterial::new("this is a test", Colour::RED, 0.5, 0.5 * 1.3);
16
17    let text_example = TextExample {
18        text_mat,
19        comic,
20        font_size: 0.5,
21    };
22
23    engine.run(text_example);
24}
examples/rectangles.rs (line 13)
12fn main() {
13    let mut engine = EngineBuilder::new().build().unwrap();
14
15    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
16
17    let texture_material = MaterialBuilder::new()
18        .add_texture(texture)
19        .build(&mut engine);
20    let regular_material = MaterialBuilder::new().build(&mut engine);
21
22    let pos = Position {
23        pos: vec2! { 0.0 },
24        regular_material,
25        texture_material,
26        state: false,
27    };
28
29    engine.run(pos);
30}
examples/camera.rs (line 14)
13fn main() {
14    let mut engine = EngineBuilder::new().build().unwrap();
15
16    let texture = Texture::new(&mut engine, "examples/bplogo.png", LoadingOp::Blocking);
17
18    let material = MaterialBuilder::new()
19        .add_texture(texture)
20        .build(&mut engine);
21
22    let camera = Camera::default();
23
24    let text = TextMaterial::new(
25        "Mouse pos: 0,0 \n Mouse pos: 0, 0",
26        Colour::WHITE,
27        15.0,
28        20.0,
29    );
30
31    let game = CameraExample {
32        material,
33        text,
34        camera,
35    };
36
37    engine.run(game);
38}

Trait Implementations§

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impl Default for EngineBuilder

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fn default() -> Self

Returns the “default value” for a type. Read more

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