1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
//! # nightshade-api
//!
//! A procedural high level API over the nightshade engine. Write a full 3d
//! scene or a small game as straight-line code with free functions and plain
//! data. No trait to implement, no callbacks to wire up, no ECS knowledge
//! required to get started.
//!
//! A spinning cube:
//!
//! ```ignore
//! use nightshade_api::prelude::*;
//!
//! fn main() {
//! let mut app = open();
//! let cube = spawn_cube(&mut app.world, vec3(0.0, 0.5, 0.0));
//! while frame(&mut app) {
//! let step = delta_time(&app.world);
//! rotate(&mut app.world, cube, Vec3::y(), step);
//! }
//! }
//! ```
//!
//! Add to Cargo.toml:
//!
//! ```toml
//! nightshade-api = "0.48"
//! ```
//!
//! ## What you get for free
//!
//! [`prelude::open`] gives you a window with a sky, a sun with shadows, a
//! reference grid, an orbit camera focused on the origin, prototype textures
//! like `"checkerboard"`, and escape to exit. Every program starts from a lit,
//! navigable scene. Override any of it with one call: [`prelude::set_background`],
//! [`prelude::show_grid`], [`prelude::fly_camera`], [`prelude::set_sun`].
//!
//! ## The two entry points
//!
//! Own the loop (native only). Setup is ordinary code before the loop, state
//! is ordinary locals across loop iterations:
//!
//! ```ignore
//! let mut app = open();
//! let mut score = 0;
//! while frame(&mut app) {
//! score += 1;
//! }
//! ```
//!
//! Or hand the engine the loop with [`run`](fn@crate::prelude::run), which also works on
//! wasm. Setup returns your state, the update closure receives it back every
//! frame:
//!
//! ```ignore
//! run(
//! |world| spawn_cube(world, vec3(0.0, 0.5, 0.0)),
//! |world, cube| {
//! let step = delta_time(world);
//! rotate(world, *cube, Vec3::y(), step);
//! },
//! )
//! .unwrap();
//! ```
//!
//! `run` returns a `Result`, so a real `main` returns it. For several per-frame
//! jobs, the [`run!`](crate::run!) macro takes any number of update systems:
//!
//! ```ignore
//! fn main() -> Result<(), Box<dyn std::error::Error>> {
//! run!(setup, handle_input, move_player, check_collisions)
//! }
//! ```
//!
//! For immediate-mode UI, enable the `egui` feature, call
//! [`enable_egui`](fn@crate::prelude::enable_egui) once in setup, then draw from
//! your update closure by pulling the frame's context with
//! [`egui_context`](fn@crate::prelude::egui_context). No extra closure: it
//! composes with [`run`](fn@crate::prelude::run) and [`run!`](crate::run!) as is.
//! `egui` is re-exported from the prelude.
//!
//! ```ignore
//! run(
//! |world| { enable_egui(world); spawn_cube(world, vec3(0.0, 0.5, 0.0)) },
//! |world, cube| {
//! rotate(world, *cube, Vec3::y(), delta_time(world));
//! if let Some(ctx) = egui_context(world) {
//! egui::Window::new("Inspector").show(&ctx, |ui| ui.label(format!("{cube:?}")));
//! }
//! },
//! )
//! .unwrap();
//! ```
//!
//! ## Vocabulary
//!
//! Two verbs carry the lifetime rules. `spawn_` is retained: the thing exists
//! until you [`prelude::despawn`] it. `draw_` is immediate: visible for
//! exactly one frame, redraw it every frame you want it on screen.
//!
//! - Scene content: [`prelude::spawn_cube`], [`prelude::spawn_sphere`],
//! [`prelude::spawn_floor`], [`prelude::spawn_model`], [`prelude::spawn_object`]
//! - Crowds: [`prelude::spawn_objects`], [`prelude::spawn_instanced`]
//! - Tags: [`prelude::tag`], [`prelude::tagged`], [`prelude::for_each_tagged`]
//! - Looks: [`prelude::set_color`], [`prelude::set_metallic_roughness`],
//! [`prelude::set_emissive`], [`prelude::set_texture`],
//! [`prelude::set_normal_texture`]
//! - Placement: [`prelude::set_position`], [`prelude::rotate`], [`prelude::set_scale`],
//! [`prelude::set_parent`]
//! - Cameras: [`prelude::orbit_camera`], [`prelude::fly_camera`],
//! [`prelude::first_person`], [`prelude::fixed_camera`],
//! [`prelude::set_field_of_view`], [`prelude::set_orthographic`]
//! - Input: [`prelude::key_down`], [`prelude::wasd`], [`prelude::mouse_clicked`],
//! [`prelude::clicked_entity`]
//! - Immediate drawing: [`prelude::draw_cube`], [`prelude::draw_sphere`],
//! [`prelude::draw_line`]
//! - Text: [`prelude::spawn_text`], [`prelude::set_text`], [`prelude::spawn_label`]
//! - UI: [`prelude::spawn_panel`], [`prelude::panel_button`],
//! [`prelude::panel_label`], [`prelude::button_clicked`]; plus the full widget
//! set: [`prelude::panel_data_grid`], [`prelude::panel_tree_view`],
//! [`prelude::panel_property_grid`], [`prelude::panel_color_picker`],
//! [`prelude::panel_date_picker`], [`prelude::panel_command_palette`],
//! [`prelude::panel_modal`], [`prelude::panel_virtual_list`]
//! - Animation: [`prelude::play_animation`], [`prelude::play_animation_named`],
//! [`prelude::blend_to_animation`], [`prelude::set_animation_speed`]
//! - Post-processing: [`prelude::set_ssao`], [`prelude::set_ssr`],
//! [`prelude::set_tonemap`], [`prelude::set_color_grading`]
//! - Live physics tuning: [`prelude::set_friction`], [`prelude::set_restitution`],
//! [`prelude::set_mass`], [`prelude::set_gravity_scale`]
//! - Layout containers: [`prelude::panel_row`], [`prelude::panel_grid`],
//! [`prelude::panel_scroll`]; world-space UI: [`prelude::spawn_world_panel`]
//! - Animation extras: [`prelude::add_animation_event`],
//! [`prelude::add_animation_layer`], [`prelude::reach_to`], [`prelude::aim_at`]
//! - Prefabs and undo: [`prelude::make_prefab`], [`prelude::spawn_prefab`],
//! [`prelude::UndoStack`]
//!
//! ## Reading the scene back
//!
//! The setters have readers, which is what a tool that edits a scene rather than
//! just building one needs. [`prelude::describe_entity`] gathers an entity's
//! whole editable state, [`prelude::get_color`] and friends read one field,
//! [`prelude::scene_tree`] and [`prelude::children`] walk the hierarchy,
//! [`prelude::list_materials`] reads the shared material registry, and
//! [`prelude::bounds_of`] with [`prelude::frame_entities`] measure and frame a
//! selection. [`prelude::save_scene`] and [`prelude::load_scene`] round-trip the
//! whole world to bytes. Components are added, removed, and snapshotted for undo
//! by [`prelude::ComponentKind`], the surface the standalone editor is built on.
//!
//! ## Commands
//!
//! Every call also has a data form. [`prelude::Command`] is a serde enum with
//! one variant per function, [`prelude::submit_command`] runs one, and
//! [`prelude::submit_commands`] runs a batch where a later command can name an
//! entity an earlier one produced with [`prelude::Ref::Result`], so one batch
//! builds and wires up a scene. The enum is the wire format a binding targets:
//! build `Command` values, read [`prelude::CommandReply`] back, with the json
//! schema from [`prelude::command_schema`]. The free functions stay the real
//! implementations and the dispatch forwards to them.
//! See the `commands` example and `docs/COMMAND_API.md`.
//!
//! ## Dropping down to the engine
//!
//! Every function here takes the real engine [`prelude::World`] and bottoms
//! out in normal nightshade calls. Nothing is hidden behind a wrapper type,
//! so when a program outgrows the facade you replace one call site at a time.
//! The full engine is re-exported at [`nightshade`], one path away:
//!
//! ```ignore
//! use nightshade_api::nightshade::prelude::*;
//! ```
//!
//! ## Examples
//!
//! The `examples/` directory is the tour. Run one with
//! `just run-example solar_system` from the repo root, or
//! `cargo run -r -p nightshade-api --example solar_system`. Every example also
//! runs in the browser with `just run-example-wasm solar_system`, which serves
//! it through trunk.
pub use nightshade;
/// Everything in one import.
///
/// ```ignore
/// use nightshade_api::prelude::*;
/// ```
///
/// Pulls in the full api surface plus the engine types it hands you:
/// [`World`](crate::prelude::World), [`Entity`](crate::prelude::Entity), the math types, [`KeyCode`](crate::prelude::KeyCode), and [`MouseButton`](crate::prelude::MouseButton).