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::engine::input::InputState;
28use crate::engine::ApplicationLoopController;
29use crate::{
30    asset::manager::ResourceManager,
31    core::{pool::Handle, reflect::Reflect, visitor::Visit},
32    engine::{
33        task::TaskPoolHandler, AsyncSceneLoader, GraphicsContext, PerformanceStatistics,
34        ScriptProcessor, SerializationContext,
35    },
36    event::Event,
37    gui::{
38        constructor::WidgetConstructorContainer,
39        inspector::editors::PropertyEditorDefinitionContainer, message::UiMessage, UiContainer,
40    },
41    scene::{Scene, SceneContainer},
42};
43use fyrox_core::define_as_any_trait;
44use fyrox_core::visitor::error::VisitError;
45use fyrox_ui::UserInterface;
46use std::{
47    ops::{Deref, DerefMut},
48    path::Path,
49    sync::Arc,
50};
51
52/// A wrapper for various plugin types.
53pub enum PluginContainer {
54    /// Statically linked plugin. Such plugins are meant to be used in final builds, to maximize
55    /// performance of the game.
56    Static(Box<dyn Plugin>),
57    /// Dynamically linked plugin. Such plugins are meant to be used in development mode for rapid
58    /// prototyping.
59    Dynamic(Box<dyn DynamicPlugin>),
60}
61
62/// Abstraction over different kind of plugins that can be reloaded on the fly (whatever it mean).
63/// The instance is polled by engine with `is_reload_needed_now()` time to time. if it returns true,
64/// then engine serializes current plugin state, then calls `unload()` and then calls `load()`
65pub trait DynamicPlugin {
66    /// returns human-redable short description of the plugin
67    fn display_name(&self) -> String;
68
69    /// engine polls is time to time to determine if it's time to reload plugin
70    fn is_reload_needed_now(&self) -> bool;
71
72    /// panics if not loaded
73    fn as_loaded_ref(&self) -> &dyn Plugin;
74
75    /// panics if not loaded
76    fn as_loaded_mut(&mut self) -> &mut dyn Plugin;
77
78    /// returns false if something bad happends during `reload`.
79    /// has no much use except prevention of error spamming
80    fn is_loaded(&self) -> bool;
81
82    /// called before saving state and detaching related objects
83    fn prepare_to_reload(&mut self) {}
84
85    /// called after plugin-related objects are detached
86    /// `fill_and_register` callback exposes plugin instance to engine to register constructors and restore the state
87    /// callback approach allows plugins to do some necessary actions right after plugin is registed
88    fn reload(
89        &mut self,
90        fill_and_register: &mut dyn FnMut(&mut dyn Plugin) -> Result<(), String>,
91    ) -> Result<(), String>;
92}
93
94impl Deref for PluginContainer {
95    type Target = dyn Plugin;
96
97    fn deref(&self) -> &Self::Target {
98        match self {
99            PluginContainer::Static(plugin) => &**plugin,
100            PluginContainer::Dynamic(plugin) => plugin.as_loaded_ref(),
101        }
102    }
103}
104
105impl DerefMut for PluginContainer {
106    fn deref_mut(&mut self) -> &mut Self::Target {
107        match self {
108            PluginContainer::Static(plugin) => &mut **plugin,
109            PluginContainer::Dynamic(plugin) => plugin.as_loaded_mut(),
110        }
111    }
112}
113
114/// Contains plugin environment for the registration stage.
115pub struct PluginRegistrationContext<'a> {
116    /// A reference to serialization context of the engine. See [`SerializationContext`] for more
117    /// info.
118    pub serialization_context: &'a Arc<SerializationContext>,
119    /// A reference to serialization context of the engine. See [`WidgetConstructorContainer`] for more
120    /// info.
121    pub widget_constructors: &'a Arc<WidgetConstructorContainer>,
122    /// A reference to the resource manager instance of the engine. Could be used to register resource loaders.
123    pub resource_manager: &'a ResourceManager,
124}
125
126/// Contains plugin environment.
127pub struct PluginContext<'a, 'b> {
128    /// A reference to scene container of the engine. You can add new scenes from [`Plugin`] methods
129    /// by using [`SceneContainer::add`].
130    pub scenes: &'a mut SceneContainer,
131
132    /// A reference to the resource manager, it can be used to load various resources and manage
133    /// them. See [`ResourceManager`] docs for more info.
134    pub resource_manager: &'a ResourceManager,
135
136    /// A reference to user interface container of the engine. The engine guarantees that there's
137    /// at least one user interface exists. Use `context.user_interfaces.first()/first_mut()` to
138    /// get a reference to it.
139    pub user_interfaces: &'a mut UiContainer,
140
141    /// A reference to the graphics_context, it contains a reference to the window and the current renderer.
142    /// It could be [`GraphicsContext::Uninitialized`] if your application is suspended (possible only on
143    /// Android; it is safe to call [`GraphicsContext::as_initialized_ref`] or [`GraphicsContext::as_initialized_mut`]
144    /// on every other platform).
145    pub graphics_context: &'a mut GraphicsContext,
146
147    /// The time (in seconds) that passed since last call of a method in which the context was
148    /// passed. It has fixed value that is defined by a caller (in most cases it is `Executor`).
149    pub dt: f32,
150
151    /// A reference to time accumulator, that holds remaining amount of time that should be used
152    /// to update a plugin. A caller splits `lag` into multiple sub-steps using `dt` and thus
153    /// stabilizes update rate. The main use of this variable, is to be able to reset `lag` when
154    /// you doing some heavy calculations in a your game loop (i.e. loading a new level) so the
155    /// engine won't try to "catch up" with all the time that was spent in heavy calculation.
156    pub lag: &'b mut f32,
157
158    /// A reference to serialization context of the engine. See [`SerializationContext`] for more
159    /// info.
160    pub serialization_context: &'a Arc<SerializationContext>,
161
162    /// A reference to serialization context of the engine. See [`WidgetConstructorContainer`] for more
163    /// info.
164    pub widget_constructors: &'a Arc<WidgetConstructorContainer>,
165
166    /// Performance statistics from the last frame.
167    pub performance_statistics: &'a PerformanceStatistics,
168
169    /// Amount of time (in seconds) that passed from creation of the engine. Keep in mind, that
170    /// this value is **not** guaranteed to match real time. A user can change delta time with
171    /// which the engine "ticks" and this delta time affects elapsed time.
172    pub elapsed_time: f32,
173
174    /// Script processor is used to run script methods in a strict order.
175    pub script_processor: &'a ScriptProcessor,
176
177    /// Asynchronous scene loader. It is used to request scene loading. See [`AsyncSceneLoader`] docs
178    /// for usage example.
179    pub async_scene_loader: &'a mut AsyncSceneLoader,
180
181    /// Special field that associates the main application event loop (not game loop) with OS-specific
182    /// windows. It also can be used to alternate control flow of the application. `None` if the
183    /// engine is running in headless mode.
184    pub loop_controller: ApplicationLoopController<'b>,
185
186    /// Task pool for asynchronous task management.
187    pub task_pool: &'a mut TaskPoolHandler,
188
189    /// A stored state of most common input events. It is used a "shortcut" in cases where event-based
190    /// approach is too verbose. It may be useful in simple scenarios where you just need to know
191    /// if a button (on keyboard, mouse) was pressed and do something.
192    ///
193    /// **Important:** this structure does not track from which device the corresponding event has
194    /// come from, if you have more than one keyboard and/or mouse, use event-based approach instead!
195    pub input_state: &'a InputState,
196}
197
198define_as_any_trait!(PluginAsAny => Plugin);
199
200impl dyn Plugin {
201    /// Performs downcasting to a particular type.
202    pub fn cast<T: Plugin>(&self) -> Option<&T> {
203        PluginAsAny::as_any(self).downcast_ref::<T>()
204    }
205
206    /// Performs downcasting to a particular type.
207    pub fn cast_mut<T: Plugin>(&mut self) -> Option<&mut T> {
208        PluginAsAny::as_any_mut(self).downcast_mut::<T>()
209    }
210}
211
212/// Plugin is a convenient interface that allow you to extend engine's functionality.
213///
214/// # Static vs dynamic plugins
215///
216/// Every plugin must be linked statically to ensure that everything is memory safe. There was some
217/// long research about hot reloading and dynamic plugins (in DLLs) and it turned out that they're
218/// not guaranteed to be memory safe because Rust does not have stable ABI. When a plugin compiled
219/// into DLL, Rust compiler is free to reorder struct members in any way it needs to. It is not
220/// guaranteed that two projects that uses the same library will have compatible ABI. This fact
221/// indicates that you either have to use static linking of your plugins or provide C interface
222/// to every part of the engine and "communicate" with plugin using C interface with C ABI (which
223/// is standardized and guaranteed to be compatible). The main problem with C interface is
224/// boilerplate code and the need to mark every structure "visible" through C interface with
225/// `#[repr(C)]` attribute which is not always easy and even possible (because some structures could
226/// be re-exported from dependencies). These are the main reasons why the engine uses static plugins.
227///
228/// # Example
229///
230/// ```rust
231/// # use fyrox_impl::{
232/// #     core::{pool::Handle}, core::visitor::prelude::*, core::reflect::prelude::*,
233/// #     plugin::{Plugin, PluginContext, PluginRegistrationContext},
234/// #     scene::Scene,
235/// #     event::Event
236/// # };
237/// # use std::str::FromStr;
238///
239/// #[derive(Default, Visit, Reflect, Debug)]
240/// #[reflect(non_cloneable)]
241/// struct MyPlugin {}
242///
243/// impl Plugin for MyPlugin {
244///     fn on_deinit(&mut self, context: PluginContext) {
245///         // The method is called when the plugin is disabling.
246///         // The implementation is optional.
247///     }
248///
249///     fn update(&mut self, context: &mut PluginContext) {
250///         // The method is called on every frame, it is guaranteed to have fixed update rate.
251///         // The implementation is optional.
252///     }
253///
254///     fn on_os_event(&mut self, event: &Event<()>, context: PluginContext) {
255///         // The method is called when the main window receives an event from the OS.
256///     }
257/// }
258/// ```
259pub trait Plugin: PluginAsAny + Visit + Reflect {
260    /// The method is called when the plugin constructor was just registered in the engine. The main
261    /// use of this method is to register scripts and custom scene graph nodes in [`SerializationContext`].
262    fn register(&self, #[allow(unused_variables)] context: PluginRegistrationContext) {}
263
264    /// This method is used to register property editors for your game types; to make them editable
265    /// in the editor.
266    fn register_property_editors(&self) -> PropertyEditorDefinitionContainer {
267        PropertyEditorDefinitionContainer::empty()
268    }
269
270    /// This method is used to initialize your plugin.
271    fn init(
272        &mut self,
273        #[allow(unused_variables)] scene_path: Option<&str>,
274        #[allow(unused_variables)] context: PluginContext,
275    ) {
276    }
277
278    /// This method is called when your plugin was re-loaded from a dynamic library. It could be used
279    /// to restore some runtime state, that cannot be serialized. This method is called **only for
280    /// dynamic plugins!** It is guaranteed to be called after all plugins were constructed, so the
281    /// cross-plugins interactions are possible.
282    fn on_loaded(&mut self, #[allow(unused_variables)] context: PluginContext) {}
283
284    /// The method is called before plugin will be disabled. It should be used for clean up, or some
285    /// additional actions.
286    fn on_deinit(&mut self, #[allow(unused_variables)] context: PluginContext) {}
287
288    /// Updates the plugin internals at fixed rate (see [`PluginContext::dt`] parameter for more
289    /// info).
290    fn update(&mut self, #[allow(unused_variables)] context: &mut PluginContext) {}
291
292    /// called after all Plugin and Script updates
293    fn post_update(&mut self, #[allow(unused_variables)] context: &mut PluginContext) {}
294
295    /// The method is called when the main window receives an event from the OS. The main use of
296    /// the method is to respond to some external events, for example an event from keyboard or
297    /// gamepad. See [`Event`] docs for more info.
298    fn on_os_event(
299        &mut self,
300        #[allow(unused_variables)] event: &Event<()>,
301        #[allow(unused_variables)] context: PluginContext,
302    ) {
303    }
304
305    /// The method is called when a graphics context was successfully created. It could be useful
306    /// to catch the moment when it was just created and do something in response.
307    fn on_graphics_context_initialized(
308        &mut self,
309        #[allow(unused_variables)] context: PluginContext,
310    ) {
311    }
312
313    /// The method is called before the actual frame rendering. It could be useful to render off-screen
314    /// data (render something to texture, that can be used later in the main frame).
315    fn before_rendering(&mut self, #[allow(unused_variables)] context: PluginContext) {}
316
317    /// The method is called when the current graphics context was destroyed.
318    fn on_graphics_context_destroyed(&mut self, #[allow(unused_variables)] context: PluginContext) {
319    }
320
321    /// The method will be called when there is any message from a user interface (UI) instance
322    /// of the engine. Use `ui_handle` parameter to find out from which UI the message has come
323    /// from.
324    fn on_ui_message(
325        &mut self,
326        #[allow(unused_variables)] context: &mut PluginContext,
327        #[allow(unused_variables)] message: &UiMessage,
328        #[allow(unused_variables)] ui_handle: Handle<UserInterface>,
329    ) {
330    }
331
332    /// This method is called when the engine starts loading a scene from the given `path`. It could
333    /// be used to "catch" the moment when the scene is about to be loaded; to show a progress bar
334    /// for example. See [`AsyncSceneLoader`] docs for usage example.
335    fn on_scene_begin_loading(
336        &mut self,
337        #[allow(unused_variables)] path: &Path,
338        #[allow(unused_variables)] context: &mut PluginContext,
339    ) {
340    }
341
342    /// This method is called when the engine finishes loading a scene from the given `path`. Use
343    /// this method if you need do something with a newly loaded scene. See [`AsyncSceneLoader`] docs
344    /// for usage example.
345    fn on_scene_loaded(
346        &mut self,
347        #[allow(unused_variables)] path: &Path,
348        #[allow(unused_variables)] scene: Handle<Scene>,
349        #[allow(unused_variables)] data: &[u8],
350        #[allow(unused_variables)] context: &mut PluginContext,
351    ) {
352    }
353
354    /// This method is called when the engine finishes loading a scene from the given `path` with
355    /// some error. This method could be used to report any issues to a user.
356    fn on_scene_loading_failed(
357        &mut self,
358        #[allow(unused_variables)] path: &Path,
359        #[allow(unused_variables)] error: &VisitError,
360        #[allow(unused_variables)] context: &mut PluginContext,
361    ) {
362    }
363}