fyrox_impl/plugin/mod.rs
1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
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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;
26pub mod error;
27
28use crate::plugin::error::GameError;
29use crate::{
30 asset::manager::ResourceManager,
31 core::{
32 define_as_any_trait, pool::Handle, reflect::Reflect, visitor::error::VisitError,
33 visitor::Visit,
34 },
35 engine::{
36 input::InputState, task::TaskPoolHandler, ApplicationLoopController, AsyncSceneLoader,
37 GraphicsContext, PerformanceStatistics, ScriptProcessor, SerializationContext,
38 },
39 event::Event,
40 gui::{
41 constructor::WidgetConstructorContainer,
42 inspector::editors::PropertyEditorDefinitionContainer, message::UiMessage, UiContainer,
43 UserInterface,
44 },
45 plugin::error::GameResult,
46 scene::{Scene, SceneContainer},
47};
48use fyrox_core::dyntype::DynTypeConstructorContainer;
49use std::{
50 ops::{Deref, DerefMut},
51 path::Path,
52 sync::Arc,
53};
54
55/// A wrapper for various plugin types.
56pub enum PluginContainer {
57 /// Statically linked plugin. Such plugins are meant to be used in final builds, to maximize
58 /// performance of the game.
59 Static(Box<dyn Plugin>),
60 /// Dynamically linked plugin. Such plugins are meant to be used in development mode for rapid
61 /// prototyping.
62 Dynamic(Box<dyn DynamicPlugin>),
63}
64
65/// Abstraction over different kind of plugins that can be reloaded on the fly (whatever it mean).
66/// The instance is polled by engine with `is_reload_needed_now()` time to time. if it returns true,
67/// then engine serializes current plugin state, then calls `unload()` and then calls `load()`
68pub trait DynamicPlugin {
69 /// returns human-redable short description of the plugin
70 fn display_name(&self) -> String;
71
72 /// engine polls is time to time to determine if it's time to reload plugin
73 fn is_reload_needed_now(&self) -> bool;
74
75 /// panics if not loaded
76 fn as_loaded_ref(&self) -> &dyn Plugin;
77
78 /// panics if not loaded
79 fn as_loaded_mut(&mut self) -> &mut dyn Plugin;
80
81 /// returns false if something bad happends during `reload`.
82 /// has no much use except prevention of error spamming
83 fn is_loaded(&self) -> bool;
84
85 /// called before saving state and detaching related objects
86 fn prepare_to_reload(&mut self) {}
87
88 /// called after plugin-related objects are detached
89 /// `fill_and_register` callback exposes plugin instance to engine to register constructors and restore the state
90 /// callback approach allows plugins to do some necessary actions right after plugin is registed
91 fn reload(
92 &mut self,
93 fill_and_register: &mut dyn FnMut(&mut dyn Plugin) -> Result<(), String>,
94 ) -> Result<(), String>;
95}
96
97impl Deref for PluginContainer {
98 type Target = dyn Plugin;
99
100 fn deref(&self) -> &Self::Target {
101 match self {
102 PluginContainer::Static(plugin) => &**plugin,
103 PluginContainer::Dynamic(plugin) => plugin.as_loaded_ref(),
104 }
105 }
106}
107
108impl DerefMut for PluginContainer {
109 fn deref_mut(&mut self) -> &mut Self::Target {
110 match self {
111 PluginContainer::Static(plugin) => &mut **plugin,
112 PluginContainer::Dynamic(plugin) => plugin.as_loaded_mut(),
113 }
114 }
115}
116
117/// Contains plugin environment for the registration stage.
118pub struct PluginRegistrationContext<'a> {
119 /// A reference to serialization context of the engine. See [`SerializationContext`] for more
120 /// info.
121 pub serialization_context: &'a Arc<SerializationContext>,
122 /// A reference to serialization context of the engine. See [`WidgetConstructorContainer`] for more
123 /// info.
124 pub widget_constructors: &'a Arc<WidgetConstructorContainer>,
125 /// A container with constructors for dynamic types. See [`DynTypeConstructorContainer`] for more
126 /// info.
127 pub dyn_type_constructors: &'a Arc<DynTypeConstructorContainer>,
128 /// A reference to the resource manager instance of the engine. Could be used to register resource loaders.
129 pub resource_manager: &'a ResourceManager,
130}
131
132/// Contains plugin environment.
133pub struct PluginContext<'a, 'b> {
134 /// A reference to scene container of the engine. You can add new scenes from [`Plugin`] methods
135 /// by using [`SceneContainer::add`].
136 pub scenes: &'a mut SceneContainer,
137
138 /// A reference to the resource manager, it can be used to load various resources and manage
139 /// them. See [`ResourceManager`] docs for more info.
140 pub resource_manager: &'a ResourceManager,
141
142 /// A reference to user interface container of the engine. The engine guarantees that there's
143 /// at least one user interface exists. Use `context.user_interfaces.first()/first_mut()` to
144 /// get a reference to it.
145 pub user_interfaces: &'a mut UiContainer,
146
147 /// A reference to the graphics_context, it contains a reference to the window and the current renderer.
148 /// It could be [`GraphicsContext::Uninitialized`] if your application is suspended (possible only on
149 /// Android; it is safe to call [`GraphicsContext::as_initialized_ref`] or [`GraphicsContext::as_initialized_mut`]
150 /// on every other platform).
151 pub graphics_context: &'a mut GraphicsContext,
152
153 /// The time (in seconds) that passed since last call of a method in which the context was
154 /// passed. It has fixed value that is defined by a caller (in most cases it is `Executor`).
155 pub dt: f32,
156
157 /// A reference to time accumulator, that holds remaining amount of time that should be used
158 /// to update a plugin. A caller splits `lag` into multiple sub-steps using `dt` and thus
159 /// stabilizes update rate. The main use of this variable, is to be able to reset `lag` when
160 /// you doing some heavy calculations in a your game loop (i.e. loading a new level) so the
161 /// engine won't try to "catch up" with all the time that was spent in heavy calculation.
162 pub lag: &'b mut f32,
163
164 /// A reference to serialization context of the engine. See [`SerializationContext`] for more
165 /// info.
166 pub serialization_context: &'a Arc<SerializationContext>,
167
168 /// A reference to serialization context of the engine. See [`WidgetConstructorContainer`] for more
169 /// info.
170 pub widget_constructors: &'a Arc<WidgetConstructorContainer>,
171
172 /// A container with constructors for dynamic types. See [`DynTypeConstructorContainer`] for more
173 /// info.
174 pub dyn_type_constructors: &'a Arc<DynTypeConstructorContainer>,
175
176 /// Performance statistics from the last frame.
177 pub performance_statistics: &'a PerformanceStatistics,
178
179 /// Amount of time (in seconds) that passed from creation of the engine. Keep in mind, that
180 /// this value is **not** guaranteed to match real time. A user can change delta time with
181 /// which the engine "ticks" and this delta time affects elapsed time.
182 pub elapsed_time: f32,
183
184 /// Script processor is used to run script methods in a strict order.
185 pub script_processor: &'a ScriptProcessor,
186
187 /// Asynchronous scene loader. It is used to request scene loading. See [`AsyncSceneLoader`] docs
188 /// for usage example.
189 pub async_scene_loader: &'a mut AsyncSceneLoader,
190
191 /// Special field that associates the main application event loop (not game loop) with OS-specific
192 /// windows. It also can be used to alternate control flow of the application. `None` if the
193 /// engine is running in headless mode.
194 pub loop_controller: ApplicationLoopController<'b>,
195
196 /// Task pool for asynchronous task management.
197 pub task_pool: &'a mut TaskPoolHandler,
198
199 /// A stored state of most common input events. It is used a "shortcut" in cases where event-based
200 /// approach is too verbose. It may be useful in simple scenarios where you just need to know
201 /// if a button (on keyboard, mouse) was pressed and do something.
202 ///
203 /// **Important:** this structure does not track from which device the corresponding event has
204 /// come from, if you have more than one keyboard and/or mouse, use event-based approach instead!
205 pub input_state: &'a InputState,
206}
207
208impl<'a, 'b> PluginContext<'a, 'b> {
209 /// Spawns an asynchronous task that tries to load a user interface from the given path.
210 /// When the task is completed, the specified callback is called that can be used to
211 /// modify the UI. The loaded UI must be registered in the engine, otherwise it will be
212 /// discarded.
213 ///
214 /// ## Example
215 ///
216 /// ```rust
217 /// # use fyrox_impl::{
218 /// # core::{pool::Handle, reflect::prelude::*, visitor::prelude::*},
219 /// # event::Event,
220 /// # plugin::{error::GameResult, Plugin, PluginContext, PluginRegistrationContext},
221 /// # scene::Scene,
222 /// # };
223 /// # use std::str::FromStr;
224 ///
225 /// #[derive(Default, Visit, Reflect, Debug)]
226 /// #[reflect(non_cloneable)]
227 /// struct MyGame {}
228 ///
229 /// impl Plugin for MyGame {
230 /// fn init(&mut self, _scene_path: Option<&str>, mut ctx: PluginContext) -> GameResult {
231 /// ctx.load_ui("data/my.ui", |result, game: &mut MyGame, mut ctx| {
232 /// // The loaded UI must be registered in the engine.
233 /// *ctx.user_interfaces.first_mut() = result?;
234 /// Ok(())
235 /// });
236 /// Ok(())
237 /// }
238 /// }
239 /// ```
240 pub fn load_ui<U, P, C>(&mut self, path: U, callback: C)
241 where
242 U: AsRef<Path> + Send + 'static,
243 P: Plugin,
244 for<'c, 'd> C: Fn(Result<UserInterface, VisitError>, &mut P, &mut PluginContext<'c, 'd>) -> GameResult
245 + 'static,
246 {
247 self.task_pool.spawn_plugin_task(
248 UserInterface::load_from_file(
249 path,
250 self.widget_constructors.clone(),
251 self.dyn_type_constructors.clone(),
252 self.resource_manager.clone(),
253 ),
254 callback,
255 );
256 }
257}
258
259define_as_any_trait!(PluginAsAny => Plugin);
260
261impl dyn Plugin {
262 /// Performs downcasting to a particular type.
263 pub fn cast<T: Plugin>(&self) -> Option<&T> {
264 PluginAsAny::as_any(self).downcast_ref::<T>()
265 }
266
267 /// Performs downcasting to a particular type.
268 pub fn cast_mut<T: Plugin>(&mut self) -> Option<&mut T> {
269 PluginAsAny::as_any_mut(self).downcast_mut::<T>()
270 }
271}
272
273/// Plugin is a convenient interface that allow you to extend engine's functionality.
274///
275/// # Example
276///
277/// ```rust
278/// # use fyrox_impl::{
279/// # core::{pool::Handle}, core::visitor::prelude::*, core::reflect::prelude::*,
280/// # plugin::{Plugin, PluginContext, PluginRegistrationContext, error::GameResult},
281/// # scene::Scene,
282/// # event::Event
283/// # };
284/// # use std::str::FromStr;
285///
286/// #[derive(Default, Visit, Reflect, Debug)]
287/// #[reflect(non_cloneable)]
288/// struct MyPlugin {}
289///
290/// impl Plugin for MyPlugin {
291/// fn on_deinit(&mut self, context: PluginContext) -> GameResult {
292/// // The method is called when the plugin is disabling.
293/// // The implementation is optional.
294/// Ok(())
295/// }
296///
297/// fn update(&mut self, context: &mut PluginContext) -> GameResult {
298/// // The method is called on every frame, it is guaranteed to have fixed update rate.
299/// // The implementation is optional.
300/// Ok(())
301/// }
302///
303/// fn on_os_event(&mut self, event: &Event<()>, context: PluginContext) -> GameResult {
304/// // The method is called when the main window receives an event from the OS.
305/// Ok(())
306/// }
307/// }
308/// ```
309///
310/// # Error Handling
311///
312/// Every plugin method returns [`GameResult`] (which is a simple wrapper over `Result<(), GameError>`),
313/// this helps to reduce the amount of boilerplate code related to error handling. There are a number
314/// of errors that can be automatically handled via `?` operator. All supported error types listed
315/// in [`error::GameError`] enum.
316///
317/// The following code snippet shows the most common use cases for error handling:
318///
319/// ```rust
320/// # use fyrox_impl::{
321/// # core::{err, pool::Handle, reflect::prelude::*, visitor::prelude::*},
322/// # event::Event,
323/// # graph::SceneGraph,
324/// # plugin::{error::GameResult, Plugin, PluginContext, PluginRegistrationContext},
325/// # scene::{node::Node, Scene},
326/// # };
327/// # use std::str::FromStr;
328/// #[derive(Default, Visit, Reflect, Debug)]
329/// #[reflect(non_cloneable)]
330/// struct MyPlugin {
331/// scene: Handle<Scene>,
332/// player: Handle<Node>,
333/// }
334///
335/// impl Plugin for MyPlugin {
336/// fn update(&mut self, context: &mut PluginContext) -> GameResult {
337/// // 1. This is the old approach.
338/// match context.scenes.try_get(self.scene) {
339/// Ok(scene) => match scene.graph.try_get(self.player) {
340/// Ok(player) => {
341/// println!("Player name is: {}", player.name());
342/// }
343/// Err(error) => {
344/// err!("Unable to borrow the player. Reason: {error}")
345/// }
346/// },
347/// Err(error) => {
348/// err!("Unable to borrow the scene. Reason: {error}")
349/// }
350/// }
351///
352/// // 2. This is the same code as above, but with shortcuts for easier error handling.
353/// // Message report is will be something like this:
354/// // `An error occurred during update plugin method call. Reason: <error message>`.
355/// let scene = context.scenes.try_get(self.scene)?;
356/// let player = scene.graph.try_get(self.player)?;
357/// println!("Player name is: {}", player.name());
358///
359/// Ok(())
360/// }
361/// }
362/// ```
363pub trait Plugin: PluginAsAny + Visit + Reflect {
364 /// The method is called when the plugin constructor was just registered in the engine. The main
365 /// use of this method is to register scripts and custom scene graph nodes in [`SerializationContext`].
366 fn register(
367 &self,
368 #[allow(unused_variables)] context: PluginRegistrationContext,
369 ) -> GameResult {
370 Ok(())
371 }
372
373 /// This method is used to register property editors for your game types; to make them editable
374 /// in the editor.
375 fn register_property_editors(
376 &self,
377 #[allow(unused_variables)] editors: Arc<PropertyEditorDefinitionContainer>,
378 ) {
379 }
380
381 /// This method is used to initialize your plugin.
382 fn init(
383 &mut self,
384 #[allow(unused_variables)] scene_path: Option<&str>,
385 #[allow(unused_variables)] context: PluginContext,
386 ) -> GameResult {
387 Ok(())
388 }
389
390 /// This method is called when your plugin was re-loaded from a dynamic library. It could be used
391 /// to restore some runtime state, that cannot be serialized. This method is called **only for
392 /// dynamic plugins!** It is guaranteed to be called after all plugins were constructed, so the
393 /// cross-plugins interactions are possible.
394 fn on_loaded(&mut self, #[allow(unused_variables)] context: PluginContext) -> GameResult {
395 Ok(())
396 }
397
398 /// The method is called before plugin will be disabled. It should be used for clean up, or some
399 /// additional actions.
400 fn on_deinit(&mut self, #[allow(unused_variables)] context: PluginContext) -> GameResult {
401 Ok(())
402 }
403
404 /// Updates the plugin internals at fixed rate (see [`PluginContext::dt`] parameter for more
405 /// info).
406 fn update(&mut self, #[allow(unused_variables)] context: &mut PluginContext) -> GameResult {
407 Ok(())
408 }
409
410 /// called after all Plugin and Script updates
411 fn post_update(
412 &mut self,
413 #[allow(unused_variables)] context: &mut PluginContext,
414 ) -> GameResult {
415 Ok(())
416 }
417
418 /// The method is called when the main window receives an event from the OS. The main use of
419 /// the method is to respond to some external events, for example an event from keyboard or
420 /// gamepad. See [`Event`] docs for more info.
421 fn on_os_event(
422 &mut self,
423 #[allow(unused_variables)] event: &Event<()>,
424 #[allow(unused_variables)] context: PluginContext,
425 ) -> GameResult {
426 Ok(())
427 }
428
429 /// The method is called when a graphics context was successfully created. It could be useful
430 /// to catch the moment when it was just created and do something in response.
431 fn on_graphics_context_initialized(
432 &mut self,
433 #[allow(unused_variables)] context: PluginContext,
434 ) -> GameResult {
435 Ok(())
436 }
437
438 /// The method is called before the actual frame rendering. It could be useful to render off-screen
439 /// data (render something to texture, that can be used later in the main frame).
440 fn before_rendering(
441 &mut self,
442 #[allow(unused_variables)] context: PluginContext,
443 ) -> GameResult {
444 Ok(())
445 }
446
447 /// The method is called when the current graphics context was destroyed.
448 fn on_graphics_context_destroyed(
449 &mut self,
450 #[allow(unused_variables)] context: PluginContext,
451 ) -> GameResult {
452 Ok(())
453 }
454
455 /// The method will be called when there is any message from a user interface (UI) instance
456 /// of the engine. Use `ui_handle` parameter to find out from which UI the message has come
457 /// from.
458 fn on_ui_message(
459 &mut self,
460 #[allow(unused_variables)] context: &mut PluginContext,
461 #[allow(unused_variables)] message: &UiMessage,
462 #[allow(unused_variables)] ui_handle: Handle<UserInterface>,
463 ) -> GameResult {
464 Ok(())
465 }
466
467 /// This method is called when the engine starts loading a scene from the given `path`. It could
468 /// be used to "catch" the moment when the scene is about to be loaded; to show a progress bar
469 /// for example. See [`AsyncSceneLoader`] docs for usage example.
470 fn on_scene_begin_loading(
471 &mut self,
472 #[allow(unused_variables)] path: &Path,
473 #[allow(unused_variables)] context: &mut PluginContext,
474 ) -> GameResult {
475 Ok(())
476 }
477
478 /// This method is called when the engine finishes loading a scene from the given `path`. Use
479 /// this method if you need do something with a newly loaded scene. See [`AsyncSceneLoader`] docs
480 /// for usage example.
481 fn on_scene_loaded(
482 &mut self,
483 #[allow(unused_variables)] path: &Path,
484 #[allow(unused_variables)] scene: Handle<Scene>,
485 #[allow(unused_variables)] data: &[u8],
486 #[allow(unused_variables)] context: &mut PluginContext,
487 ) -> GameResult {
488 Ok(())
489 }
490
491 /// This method is called when the engine finishes loading a scene from the given `path` with
492 /// some error. This method could be used to report any issues to a user.
493 fn on_scene_loading_failed(
494 &mut self,
495 #[allow(unused_variables)] path: &Path,
496 #[allow(unused_variables)] error: &VisitError,
497 #[allow(unused_variables)] context: &mut PluginContext,
498 ) -> GameResult {
499 Ok(())
500 }
501
502 /// This method is called when a game error has occurred, allowing you to perform some
503 /// specific action to react to it (for example - to show an error message UI in your game).
504 ///
505 /// ## Important notes
506 ///
507 /// This method is called at the end of the current frame, and before that, the engine collects
508 /// all the errors into a queue and then processes them one by one. This means that this method
509 /// won't be called immediately when an error was returned by any of your plugin or script methods,
510 /// but instead the processing will be delayed to the end of the frame.
511 ///
512 /// The error passed by a reference here instead of by-value, because there could be multiple
513 /// plugins that can handle the error. This might seem counterintuitive, but remember that
514 /// [`GameError`] can occur during script execution, which is not a part of a plugin and its
515 /// methods executed separately, outside the plugin routines.
516 ///
517 /// ## Error handling
518 ///
519 /// This method should return `true` if the error was handled and no logging is needed, otherwise
520 /// it should return `false` and in this case, the error will be logged by the engine. When
521 /// `true` is returned by the plugin, the error won't be passed to any other plugins. By default,
522 /// this method returns `false`, which means that it does not handle any errors and the engine
523 /// will log the errors as usual.
524 fn on_game_error(
525 &mut self,
526 #[allow(unused_variables)] context: &mut PluginContext,
527 #[allow(unused_variables)] error: &GameError,
528 ) -> bool {
529 false
530 }
531}