Struct GameLogic

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pub struct GameLogic { /* private fields */ }

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impl IGameLogic for GameLogic

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fn run_init_hook(&mut self) -> Result<(), &'static str>

do some initialization

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fn transition_states( &mut self, inputs: &[InputFiltered], win_offset: (i32, i32), win_size: (u32, u32), ) -> GameStateChangePending

computes changed game state given user inputs and current game state

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type EventInput = InputFiltered

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type EventRender = Event

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type GameState = GameState

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type GameStateChangePending = GameStateChangePending

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type GameStateChangeApply = GameStateChangeApply

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type ComputeUnit = ComputeUnit

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type ComputeSchedule = ComputeSchedule

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type RenderObj = RenderObj

transform a high level renderobj representation into render commands / elements
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fn new() -> GameLogic

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fn get_states(&mut self) -> &Self::GameState

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fn get_states_mut(&mut self) -> &mut Self::GameState

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fn set_continue_compute(&mut self, b: bool)

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fn continue_compute(&mut self) -> bool

compute constraints per cycle
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fn get_computations( &mut self, _changed_game_state: &GameStateChangePending, ) -> Vec<ComputeUnit>

get what to compute based on changed game state
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fn schedule_computes( &mut self, _computes: Vec<ComputeUnit>, ) -> Vec<Self::ComputeSchedule>

schedule computations
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fn get_renderable_components(&mut self) -> Vec<RenderObj>

get all renderable objects from current game state
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fn filter_renderables(&mut self, _r: Vec<RenderObj>) -> Vec<RenderObj>

do optimization on renderable objects
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fn should_exit(&mut self) -> bool

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fn process_input_events( &mut self, e: &[Self::EventInput], win_offset: (i32, i32), win_size: (u32, u32), ) -> (Vec<Self::EventRender>, bool)

default implementation

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where T: 'static + ?Sized,

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