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use {
crate::{
canvas::{CanvasEvent, Info},
layer::Layer,
mesh::{Data as MeshData, Mesh},
pipeline::LayerBuilder,
posteffect::Builder as PostEffectBuilder,
postproc::FrameFilter,
render::{Render, State},
scheme::Scheme,
screen::Screen,
shader::Shader,
shader_data::{
globals::Builder as GlobalsBuilder, lights::Builder as LightsBuilder,
spaces::Builder as SpacesBuilder, texture::Texture,
textures::Builder as TexturesBuilder, Instance, InstanceColor, ModelColor,
ModelTransform, TextureData,
},
topology::Topology,
vertex::Vertex,
},
winit::{event_loop::EventLoopProxy, window::Window},
};
type Proxy = EventLoopProxy<CanvasEvent>;
/// The application context.
pub struct Context {
pub(crate) window: Window,
pub(crate) proxy: Proxy,
pub(crate) render: Render,
pub(crate) limits: Limits,
pub(crate) fps: u32,
}
impl Context {
#[allow(clippy::unnecessary_box_returns)]
pub(crate) fn new(window: Window, proxy: Proxy, state: State) -> Box<Self> {
Box::new(Self {
window,
proxy,
render: Render::new(state),
limits: Limits::default(),
fps: 0,
})
}
/// Returns the window.
pub fn window(&self) -> &Window {
&self.window
}
/// Returns the render info.
pub fn info(&self) -> &Info {
self.render.info()
}
/// Returns the number of rendered frames per second.
pub fn fps(&self) -> u32 {
self.fps
}
/// Plans the main loop to close.
///
/// Calling this function dosn't guarantee closing.
/// It triggers the [`close_requested`](crate::Loop::close_requested)
/// function in the [`Loop`](crate::Loop), which can handle the closing event.
pub fn plan_to_close(&self) {
_ = self.proxy.send_event(CanvasEvent::Close);
}
/// Returns the canvas size.
pub fn size(&self) -> (u32, u32) {
self.render.screen().virtual_size().into()
}
/// Sets a minimal time between two frames in seconds.
///
/// The [context](crate::Context) will draw the next
/// frame no earlier than the specified time.
pub fn set_min_delta_time(&mut self, delta: f32) {
self.limits.min_delta_time = delta;
}
/// Sets context's frame parameters via [`FrameParameters`] struct.
pub fn set_frame_parameters(&self, params: FrameParameters) {
_ = self.proxy.send_event(CanvasEvent::SetScreen(Screen {
pixel_size: params.pixel_size,
filter: params.filter,
..self.render.screen()
}));
}
/// Creates a [globals](crate::Globals) builder.
pub fn globals_builder(&self) -> GlobalsBuilder {
GlobalsBuilder::new(&self.render)
}
/// Creates a [lights](crate::Lights) builder.
pub fn lights_builder(&self) -> LightsBuilder {
LightsBuilder::new(&self.render)
}
/// Creates a [spaces](crate::Spaces) builder.
pub fn spaces_builder(&self) -> SpacesBuilder {
SpacesBuilder::new(&self.render)
}
/// Creates a [textures](crate::Textures) builder.
pub fn textures_builder(&self) -> TexturesBuilder {
TexturesBuilder::new(&self.render)
}
/// Creates a [post-effect](crate::PostEffect) builder.
pub fn posteffect_builder(&self) -> PostEffectBuilder {
PostEffectBuilder::new(&self.render)
}
/// Creates a new shader [scheme](Scheme).
pub fn create_scheme<S>(&self) -> Scheme<S>
where
S: Shader,
{
Scheme::new()
}
/// Creates a new [layer](Layer) with default parameters.
///
/// This is a shortcut for `context.create_layer_with().build(scheme)`
/// with an automatically generated shader [scheme](Scheme).
/// Use the [`create_layer_with`](crate::Context::create_layer_with)
/// function to create a custom layer.
pub fn create_layer<S, T>(&self) -> Layer<S, T>
where
S: Shader,
T: Topology,
{
let scheme = self.create_scheme();
self.create_layer_with().build(&scheme)
}
/// Creates a [layer](Layer) builder with custom parameters.
pub fn create_layer_with<S, T>(&self) -> LayerBuilder<S, T> {
LayerBuilder::new(&self.render)
}
/// Creates new [instances](Instance).
pub fn create_instances(&self, models: &[ModelTransform]) -> Instance {
Instance::new(models, &self.render)
}
/// Creates new color [instances](Instance).
pub fn create_instances_color(&self, models: &[ModelColor]) -> InstanceColor {
InstanceColor::new(models, &self.render)
}
/// Creates a new [mesh](Mesh).
pub fn create_mesh<V, T>(&self, data: &MeshData<V, T>) -> Mesh<V, T>
where
V: Vertex,
T: Topology,
{
Mesh::new(data, &self.render)
}
/// Creates a new [texture](Texture).
pub fn create_texture(&self, data: TextureData) -> Texture {
Texture::new(data, &self.render)
}
}
/// The context's limits.
#[derive(Clone, Copy, Default)]
pub(crate) struct Limits {
pub min_delta_time: f32,
}
/// Describes frame parameters.
#[derive(Clone, Copy, Default)]
pub struct FrameParameters {
/// Virtual pixels size in physical pixels.
pub pixel_size: PixelSize,
/// The frame filter mode.
pub filter: FrameFilter,
}
/// Virtual pixels size in physical pixels.
#[derive(Clone, Copy, Default)]
pub enum PixelSize {
Antialiasing,
#[default]
X1,
X2,
X3,
X4,
}