fyrox_impl/plugin/
mod.rs

1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
2//
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20
21//! Everything related to plugins. See [`Plugin`] docs for more info.
22
23#![warn(missing_docs)]
24
25pub mod dylib;
26
27use crate::{
28    asset::manager::ResourceManager,
29    core::{
30        pool::Handle,
31        reflect::Reflect,
32        visitor::{Visit, VisitError},
33        Downcast,
34    },
35    engine::{
36        task::TaskPoolHandler, AsyncSceneLoader, GraphicsContext, PerformanceStatistics,
37        ScriptProcessor, SerializationContext,
38    },
39    event::Event,
40    gui::{
41        constructor::WidgetConstructorContainer,
42        inspector::editors::PropertyEditorDefinitionContainer, message::UiMessage, UiContainer,
43    },
44    scene::{Scene, SceneContainer},
45};
46use std::{
47    ops::{Deref, DerefMut},
48    path::Path,
49    sync::Arc,
50};
51use winit::event_loop::EventLoopWindowTarget;
52
53/// A wrapper for various plugin types.
54pub enum PluginContainer {
55    /// Statically linked plugin. Such plugins are meant to be used in final builds, to maximize
56    /// performance of the game.
57    Static(Box<dyn Plugin>),
58    /// Dynamically linked plugin. Such plugins are meant to be used in development mode for rapid
59    /// prototyping.
60    Dynamic(Box<dyn DynamicPlugin>),
61}
62
63/// Abstraction over different kind of plugins that can be reloaded on the fly (whatever it mean).
64/// The instance is polled by engine with `is_reload_needed_now()` time to time. if it returns true,
65/// then engine serializes current plugin state, then calls `unload()` and then calls `load()`
66pub trait DynamicPlugin {
67    /// returns human-redable short description of the plugin
68    fn display_name(&self) -> String;
69
70    /// engine polls is time to time to determine if it's time to reload plugin
71    fn is_reload_needed_now(&self) -> bool;
72
73    /// panics if not loaded
74    fn as_loaded_ref(&self) -> &dyn Plugin;
75
76    /// panics if not loaded
77    fn as_loaded_mut(&mut self) -> &mut dyn Plugin;
78
79    /// returns false if something bad happends during `reload`.
80    /// has no much use except prevention of error spamming
81    fn is_loaded(&self) -> bool;
82
83    /// called before saving state and detaching related objects
84    fn prepare_to_reload(&mut self) {}
85
86    /// called after plugin-related objects are detached
87    /// `fill_and_register` callback exposes plugin instance to engine to register constructors and restore the state
88    /// callback approach allows plugins to do some necessary actions right after plugin is registed
89    fn reload(
90        &mut self,
91        fill_and_register: &mut dyn FnMut(&mut dyn Plugin) -> Result<(), String>,
92    ) -> Result<(), String>;
93}
94
95impl Deref for PluginContainer {
96    type Target = dyn Plugin;
97
98    fn deref(&self) -> &Self::Target {
99        match self {
100            PluginContainer::Static(plugin) => &**plugin,
101            PluginContainer::Dynamic(plugin) => plugin.as_loaded_ref(),
102        }
103    }
104}
105
106impl DerefMut for PluginContainer {
107    fn deref_mut(&mut self) -> &mut Self::Target {
108        match self {
109            PluginContainer::Static(plugin) => &mut **plugin,
110            PluginContainer::Dynamic(plugin) => plugin.as_loaded_mut(),
111        }
112    }
113}
114
115/// Contains plugin environment for the registration stage.
116pub struct PluginRegistrationContext<'a> {
117    /// A reference to serialization context of the engine. See [`SerializationContext`] for more
118    /// info.
119    pub serialization_context: &'a Arc<SerializationContext>,
120    /// A reference to serialization context of the engine. See [`WidgetConstructorContainer`] for more
121    /// info.
122    pub widget_constructors: &'a Arc<WidgetConstructorContainer>,
123    /// A reference to the resource manager instance of the engine. Could be used to register resource loaders.
124    pub resource_manager: &'a ResourceManager,
125}
126
127/// Contains plugin environment.
128pub struct PluginContext<'a, 'b> {
129    /// A reference to scene container of the engine. You can add new scenes from [`Plugin`] methods
130    /// by using [`SceneContainer::add`].
131    pub scenes: &'a mut SceneContainer,
132
133    /// A reference to the resource manager, it can be used to load various resources and manage
134    /// them. See [`ResourceManager`] docs for more info.
135    pub resource_manager: &'a ResourceManager,
136
137    /// A reference to user interface container of the engine. The engine guarantees that there's
138    /// at least one user interface exists. Use `context.user_interfaces.first()/first_mut()` to
139    /// get a reference to it.
140    pub user_interfaces: &'a mut UiContainer,
141
142    /// A reference to the graphics_context, it contains a reference to the window and the current renderer.
143    /// It could be [`GraphicsContext::Uninitialized`] if your application is suspended (possible only on
144    /// Android; it is safe to call [`GraphicsContext::as_initialized_ref`] or [`GraphicsContext::as_initialized_mut`]
145    /// on every other platform).
146    pub graphics_context: &'a mut GraphicsContext,
147
148    /// The time (in seconds) that passed since last call of a method in which the context was
149    /// passed. It has fixed value that is defined by a caller (in most cases it is `Executor`).
150    pub dt: f32,
151
152    /// A reference to time accumulator, that holds remaining amount of time that should be used
153    /// to update a plugin. A caller splits `lag` into multiple sub-steps using `dt` and thus
154    /// stabilizes update rate. The main use of this variable, is to be able to reset `lag` when
155    /// you doing some heavy calculations in a your game loop (i.e. loading a new level) so the
156    /// engine won't try to "catch up" with all the time that was spent in heavy calculation.
157    pub lag: &'b mut f32,
158
159    /// A reference to serialization context of the engine. See [`SerializationContext`] for more
160    /// info.
161    pub serialization_context: &'a Arc<SerializationContext>,
162
163    /// A reference to serialization context of the engine. See [`WidgetConstructorContainer`] for more
164    /// info.
165    pub widget_constructors: &'a Arc<WidgetConstructorContainer>,
166
167    /// Performance statistics from the last frame.
168    pub performance_statistics: &'a PerformanceStatistics,
169
170    /// Amount of time (in seconds) that passed from creation of the engine. Keep in mind, that
171    /// this value is **not** guaranteed to match real time. A user can change delta time with
172    /// which the engine "ticks" and this delta time affects elapsed time.
173    pub elapsed_time: f32,
174
175    /// Script processor is used to run script methods in a strict order.
176    pub script_processor: &'a ScriptProcessor,
177
178    /// Asynchronous scene loader. It is used to request scene loading. See [`AsyncSceneLoader`] docs
179    /// for usage example.
180    pub async_scene_loader: &'a mut AsyncSceneLoader,
181
182    /// Special field that associates main application event loop (not game loop) with OS-specific
183    /// windows. It also can be used to alternate control flow of the application.
184    pub window_target: Option<&'b EventLoopWindowTarget<()>>,
185
186    /// Task pool for asynchronous task management.
187    pub task_pool: &'a mut TaskPoolHandler,
188}
189
190impl dyn Plugin {
191    /// Performs downcasting to a particular type.
192    pub fn cast<T: Plugin>(&self) -> Option<&T> {
193        Downcast::as_any(self).downcast_ref::<T>()
194    }
195
196    /// Performs downcasting to a particular type.
197    pub fn cast_mut<T: Plugin>(&mut self) -> Option<&mut T> {
198        Downcast::as_any_mut(self).downcast_mut::<T>()
199    }
200}
201
202/// Plugin is a convenient interface that allow you to extend engine's functionality.
203///
204/// # Static vs dynamic plugins
205///
206/// Every plugin must be linked statically to ensure that everything is memory safe. There was some
207/// long research about hot reloading and dynamic plugins (in DLLs) and it turned out that they're
208/// not guaranteed to be memory safe because Rust does not have stable ABI. When a plugin compiled
209/// into DLL, Rust compiler is free to reorder struct members in any way it needs to. It is not
210/// guaranteed that two projects that uses the same library will have compatible ABI. This fact
211/// indicates that you either have to use static linking of your plugins or provide C interface
212/// to every part of the engine and "communicate" with plugin using C interface with C ABI (which
213/// is standardized and guaranteed to be compatible). The main problem with C interface is
214/// boilerplate code and the need to mark every structure "visible" through C interface with
215/// `#[repr(C)]` attribute which is not always easy and even possible (because some structures could
216/// be re-exported from dependencies). These are the main reasons why the engine uses static plugins.
217///
218/// # Example
219///
220/// ```rust
221/// # use fyrox_impl::{
222/// #     core::{pool::Handle}, core::visitor::prelude::*, core::reflect::prelude::*,
223/// #     plugin::{Plugin, PluginContext, PluginRegistrationContext},
224/// #     scene::Scene,
225/// #     event::Event
226/// # };
227/// # use std::str::FromStr;
228///
229/// #[derive(Default, Visit, Reflect, Debug)]
230/// struct MyPlugin {}
231///
232/// impl Plugin for MyPlugin {
233///     fn on_deinit(&mut self, context: PluginContext) {
234///         // The method is called when the plugin is disabling.
235///         // The implementation is optional.
236///     }
237///
238///     fn update(&mut self, context: &mut PluginContext) {
239///         // The method is called on every frame, it is guaranteed to have fixed update rate.
240///         // The implementation is optional.
241///     }
242///
243///     fn on_os_event(&mut self, event: &Event<()>, context: PluginContext) {
244///         // The method is called when the main window receives an event from the OS.
245///     }
246/// }
247/// ```
248pub trait Plugin: Downcast + Visit + Reflect {
249    /// The method is called when the plugin constructor was just registered in the engine. The main
250    /// use of this method is to register scripts and custom scene graph nodes in [`SerializationContext`].
251    fn register(&self, #[allow(unused_variables)] context: PluginRegistrationContext) {}
252
253    /// This method is used to register property editors for your game types; to make them editable
254    /// in the editor.
255    fn register_property_editors(&self) -> PropertyEditorDefinitionContainer {
256        PropertyEditorDefinitionContainer::empty()
257    }
258
259    /// This method is used to initialize your plugin.
260    fn init(
261        &mut self,
262        #[allow(unused_variables)] scene_path: Option<&str>,
263        #[allow(unused_variables)] context: PluginContext,
264    ) {
265    }
266
267    /// This method is called when your plugin was re-loaded from a dynamic library. It could be used
268    /// to restore some runtime state, that cannot be serialized. This method is called **only for
269    /// dynamic plugins!** It is guaranteed to be called after all plugins were constructed, so the
270    /// cross-plugins interactions are possible.
271    fn on_loaded(&mut self, #[allow(unused_variables)] context: PluginContext) {}
272
273    /// The method is called before plugin will be disabled. It should be used for clean up, or some
274    /// additional actions.
275    fn on_deinit(&mut self, #[allow(unused_variables)] context: PluginContext) {}
276
277    /// Updates the plugin internals at fixed rate (see [`PluginContext::dt`] parameter for more
278    /// info).
279    fn update(&mut self, #[allow(unused_variables)] context: &mut PluginContext) {}
280
281    /// called after all Plugin and Script updates
282    fn post_update(&mut self, #[allow(unused_variables)] context: &mut PluginContext) {}
283
284    /// The method is called when the main window receives an event from the OS. The main use of
285    /// the method is to respond to some external events, for example an event from keyboard or
286    /// gamepad. See [`Event`] docs for more info.
287    fn on_os_event(
288        &mut self,
289        #[allow(unused_variables)] event: &Event<()>,
290        #[allow(unused_variables)] context: PluginContext,
291    ) {
292    }
293
294    /// The method is called when a graphics context was successfully created. It could be useful
295    /// to catch the moment when it was just created and do something in response.
296    fn on_graphics_context_initialized(
297        &mut self,
298        #[allow(unused_variables)] context: PluginContext,
299    ) {
300    }
301
302    /// The method is called before the actual frame rendering. It could be useful to render off-screen
303    /// data (render something to texture, that can be used later in the main frame).
304    fn before_rendering(&mut self, #[allow(unused_variables)] context: PluginContext) {}
305
306    /// The method is called when the current graphics context was destroyed.
307    fn on_graphics_context_destroyed(&mut self, #[allow(unused_variables)] context: PluginContext) {
308    }
309
310    /// The method will be called when there is any message from main user interface instance
311    /// of the engine.
312    fn on_ui_message(
313        &mut self,
314        #[allow(unused_variables)] context: &mut PluginContext,
315        #[allow(unused_variables)] message: &UiMessage,
316    ) {
317    }
318
319    /// This method is called when the engine starts loading a scene from the given `path`. It could
320    /// be used to "catch" the moment when the scene is about to be loaded; to show a progress bar
321    /// for example. See [`AsyncSceneLoader`] docs for usage example.
322    fn on_scene_begin_loading(
323        &mut self,
324        #[allow(unused_variables)] path: &Path,
325        #[allow(unused_variables)] context: &mut PluginContext,
326    ) {
327    }
328
329    /// This method is called when the engine finishes loading a scene from the given `path`. Use
330    /// this method if you need do something with a newly loaded scene. See [`AsyncSceneLoader`] docs
331    /// for usage example.
332    fn on_scene_loaded(
333        &mut self,
334        #[allow(unused_variables)] path: &Path,
335        #[allow(unused_variables)] scene: Handle<Scene>,
336        #[allow(unused_variables)] data: &[u8],
337        #[allow(unused_variables)] context: &mut PluginContext,
338    ) {
339    }
340
341    /// This method is called when the engine finishes loading a scene from the given `path` with
342    /// some error. This method could be used to report any issues to a user.
343    fn on_scene_loading_failed(
344        &mut self,
345        #[allow(unused_variables)] path: &Path,
346        #[allow(unused_variables)] error: &VisitError,
347        #[allow(unused_variables)] context: &mut PluginContext,
348    ) {
349    }
350}