use std::marker::PhantomData;
use universe::Universe;
use cell::CellState;
use entity::{EntityState, MutEntityState};
use action::{CellAction, EntityAction};
use engine::Engine;
pub mod middleware;
use self::middleware::Middleware;
pub trait Driver<
C: CellState, E: EntityState<C>, M: MutEntityState, CA: CellAction<C>, EA: EntityAction<C, E>, N: Engine<C, E, M, CA, EA>
> {
fn init(self, universe: Universe<C, E, M, CA, EA>, N, &mut [Box<Middleware<C, E, M, CA, EA, N>>]);
}
pub struct BasicDriver<
C: CellState, E: EntityState<C>, M: MutEntityState, CA: CellAction<C>, EA: EntityAction<C, E>, N: Engine<C, E, M, CA, EA>
> {
__phantom_c: PhantomData<C>,
__phantom_e: PhantomData<E>,
__phantom_m: PhantomData<M>,
__phantom_ca: PhantomData<CA>,
__phantom_ea: PhantomData<EA>,
__phantom_n: PhantomData<N>,
}
impl<
C: CellState, E: EntityState<C>, M: MutEntityState, CA: CellAction<C>, EA: EntityAction<C, E>, N: Engine<C, E, M, CA, EA>
> BasicDriver<C, E, M, CA, EA, N> {
pub fn new() -> BasicDriver<C, E, M, CA, EA, N> {
BasicDriver {
__phantom_c: PhantomData,
__phantom_e: PhantomData,
__phantom_ca: PhantomData,
__phantom_ea: PhantomData,
__phantom_n: PhantomData,
__phantom_m: PhantomData,
}
}
}
impl<
C: CellState, E: EntityState<C>, M: MutEntityState, CA: CellAction<C>, EA: EntityAction<C, E>, N: Engine<C, E, M, CA, EA>
> Driver<C, E, M, CA, EA, N> for BasicDriver<C, E, M, CA, EA, N> {
fn init(self, mut universe: Universe<C, E, M, CA, EA>, mut engine: N, middleware: &mut [Box<Middleware<C, E, M, CA, EA, N>>]) {
println!("Starting simulation driver...");
loop {
for mut m in middleware.iter_mut() {
m.before_render(&mut universe);
}
engine.step(&mut universe);
for m in middleware.iter_mut() {
m.after_render(&mut universe);
}
}
}
}