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// mods
#[cfg(feature = "client")]
pub mod window;
#[cfg(feature = "client")]
pub(crate) use super::draw::Draw;
#[cfg(all(feature = "egui", feature = "client"))]
mod egui;
#[cfg(feature = "client")]
pub mod events;
#[cfg(feature = "client")]
pub mod input;
pub mod settings;
mod tick_system;
use anyhow::Result;
use atomic_float::AtomicF64;
use crossbeam::atomic::AtomicCell;
use parking_lot::{Condvar, Mutex};
#[cfg(feature = "client")]
use self::{
events::{InputEvent, ScrollDelta},
window::{Window, WindowBuilder},
};
pub use tick_system::*;
use std::{
sync::{atomic::Ordering, Arc},
time::Duration,
time::SystemTime,
};
// client feature
#[cfg(feature = "client")]
use crate::{error::draw::VulkanError, INPUT};
use crate::{error::EngineStartError, SETTINGS, TIME};
// Structs imported for the incoming thread local.
#[cfg(feature = "client")]
use std::cell::{OnceCell, RefCell};
// The event loop that gets created and executed in the thread where Engine was made.
#[cfg(feature = "client")]
thread_local! {
pub(crate) static EVENT_LOOP: RefCell<OnceCell<winit::event_loop::EventLoop<()>>> = RefCell::new(OnceCell::new());
}
/// Represents the game application with essential methods for a game's lifetime.
/// # Usage
///
/// ```
/// use let_engine::prelude::*;
///
/// struct Game {
/// exit: bool,
/// }
///
/// impl let_engine::Game for Game {
/// fn exit(&self) -> bool {
/// // exits the program in case self.exit is true
/// self.exit
/// }
/// fn update(&mut self) {
/// // runs every frame or every engine loop update.
/// //...
/// }
/// }
/// ```
pub trait Game {
#[cfg_attr(
feature = "client",
doc = "Runs right before the first frame is drawn and the window gets displayed, initializing the instance."
)]
#[cfg_attr(
not(feature = "client"),
doc = "Runs right after the `start` function was called for the Engine."
)]
fn start(&mut self) {}
#[cfg_attr(feature = "client", doc = "Runs before the frame is drawn.")]
#[cfg_attr(
not(feature = "client"),
doc = "Runs in a loop after the `start` function."
)]
fn update(&mut self) {}
/// Runs after the frame is drawn.
#[cfg(feature = "client")]
fn frame_update(&mut self) {}
/// Runs based on the configured tick settings of the engine.
fn tick(&mut self) {}
/// Handles engine and window events.
#[allow(unused_variables)]
#[cfg(feature = "client")]
fn event(&mut self, event: events::Event) {}
#[cfg_attr(
feature = "client",
doc = "If true exits the program, stopping the loop and closing the window."
)]
#[cfg_attr(
not(feature = "client"),
doc = "If true exits the program, stopping the loop."
)]
fn exit(&self) -> bool;
}
/// The struct that holds and executes all of the game data.
pub struct Engine {
#[cfg(all(feature = "egui", feature = "client"))]
gui: egui_winit_vulkano::Gui,
tick_system: TickSystem,
#[cfg(feature = "client")]
draw: Draw,
}
/// Makes sure the engine struct only gets constructed a single time.
static INIT: parking_lot::Once = parking_lot::Once::new();
impl Engine {
/// Initializes the game engine with the given settings ready to be launched using the `start` method.
///
/// This function can only be called one time. Attempting to make a second one of those will return an error.
pub fn new(settings: impl Into<settings::EngineSettings>) -> Result<Self, EngineStartError> {
if INIT.state() == parking_lot::OnceState::New {
INIT.call_once(|| {});
let settings = settings.into();
SETTINGS.tick_system.set(settings.tick_settings);
let tick_system = TickSystem::new();
#[cfg(feature = "client")]
EVENT_LOOP.with_borrow_mut(|cell| {
cell.get_or_init(|| winit::event_loop::EventLoopBuilder::new().build());
});
#[cfg(feature = "client")]
let draw = Draw::setup(settings.window_settings)
.map_err(EngineStartError::DrawingBackendError)?;
#[cfg(feature = "client")]
SETTINGS.set_window(draw.window().clone()).map_err(|_| {
EngineStartError::Other("Could not make the window object.".to_string())
})?;
#[cfg(all(feature = "egui", feature = "client"))]
let gui = egui::init(&draw);
Ok(Self {
#[cfg(all(feature = "egui", feature = "client"))]
gui,
tick_system,
#[cfg(feature = "client")]
draw,
})
} else {
Err(EngineStartError::EngineInitialized)
}
}
/// Returns the window of the game.
#[cfg(feature = "client")]
pub fn get_window(&self) -> &Window {
self.draw.window()
}
/// Server side start function running all the methods of the given game object as documented in the [trait](Game).
#[cfg(not(feature = "client"))]
pub fn start(mut self, game: impl Game + Send + 'static) {
let game = Arc::new(Mutex::new(game));
game.lock().start();
self.tick_system.run(Arc::clone(&game));
loop {
if game.lock().exit() {
break;
}
game.lock().update();
TIME.update();
}
}
/// Client start function running all the methods of the given game object as documented in the [trait](Game).
#[cfg(feature = "client")]
pub fn start(mut self, game: impl Game + Send + 'static) {
use winit::event::{DeviceEvent, Event, MouseScrollDelta, StartCause, WindowEvent};
let game = Arc::new(Mutex::new(game));
EVENT_LOOP.with_borrow_mut(|event_loop| {
event_loop
.take()
.unwrap()
.run(move |event, _, control_flow| {
INPUT.update(&event, self.get_window().inner_size());
if game.lock().exit() {
control_flow.set_exit();
}
use glam::vec2;
match event {
Event::WindowEvent { event, .. } => {
#[cfg(feature = "egui")]
self.gui.update(&event);
let event = match event {
WindowEvent::Resized(size) => {
Draw::mark_swapchain_outdated();
events::Event::Window(events::WindowEvent::Resized(size))
}
WindowEvent::ReceivedCharacter(char) => {
events::Event::Input(InputEvent::ReceivedCharacter(char))
}
WindowEvent::CloseRequested => {
events::Event::Window(events::WindowEvent::CloseRequested)
}
WindowEvent::CursorEntered { .. } => {
events::Event::Window(events::WindowEvent::CursorEntered)
}
WindowEvent::CursorLeft { .. } => {
events::Event::Window(events::WindowEvent::CursorLeft)
}
WindowEvent::CursorMoved { position, .. } => events::Event::Window(
events::WindowEvent::CursorMoved(position),
),
WindowEvent::Destroyed => {
events::Event::Window(events::WindowEvent::Destroyed)
}
WindowEvent::HoveredFile(file) => {
events::Event::Window(events::WindowEvent::HoveredFile(file))
}
WindowEvent::DroppedFile(file) => {
events::Event::Window(events::WindowEvent::DroppedFile(file))
}
WindowEvent::HoveredFileCancelled => {
events::Event::Window(events::WindowEvent::HoveredFileCancelled)
}
WindowEvent::Focused(focused) => {
events::Event::Window(events::WindowEvent::Focused(focused))
}
WindowEvent::KeyboardInput { input, .. } => {
events::Event::Input(InputEvent::KeyboardInput {
input: events::KeyboardInput {
scancode: input.scancode,
keycode: input.virtual_keycode,
state: input.state,
},
})
}
WindowEvent::ModifiersChanged(_) => {
events::Event::Input(InputEvent::ModifiersChanged)
}
WindowEvent::MouseInput { state, button, .. } => {
events::Event::Input(InputEvent::MouseInput(button, state))
}
WindowEvent::MouseWheel { delta, .. } => events::Event::Window(
events::WindowEvent::MouseWheel(match delta {
MouseScrollDelta::LineDelta(x, y) => {
ScrollDelta::LineDelta(vec2(x, y))
}
MouseScrollDelta::PixelDelta(x) => {
ScrollDelta::PixelDelta(x)
}
}),
),
_ => events::Event::Destroyed,
};
// destroy event can't be called here so I did the most lazy approach possible.
if let events::Event::Destroyed = event {
} else {
game.lock().event(event);
}
}
Event::DeviceEvent { event, .. } => match event {
DeviceEvent::MouseMotion { delta } => {
game.lock()
.event(events::Event::Input(InputEvent::MouseMotion(vec2(
delta.0 as f32,
delta.1 as f32,
))));
}
DeviceEvent::MouseWheel { delta } => {
game.lock()
.event(events::Event::Input(InputEvent::MouseWheel(
match delta {
MouseScrollDelta::LineDelta(x, y) => {
ScrollDelta::LineDelta(vec2(x, y))
}
MouseScrollDelta::PixelDelta(delta) => {
ScrollDelta::PixelDelta(delta)
}
},
)));
}
_ => (),
},
Event::MainEventsCleared => {
#[cfg(feature = "egui")]
self.gui.immediate_ui(|gui| {
game.lock().event(events::Event::Egui(gui.context()));
});
game.lock().update();
self.get_window().request_redraw();
}
Event::RedrawRequested(_) => {
#[cfg(feature = "labels")]
{
let labelifier = &crate::resources::LABELIFIER;
labelifier.lock().update().unwrap();
}
// fps limit logic
let start_time = SystemTime::now();
// redraw
match self.draw.redraw_event(
#[cfg(feature = "egui")]
&mut self.gui,
) {
Err(VulkanError::SwapchainOutOfDate) => {
Draw::mark_swapchain_outdated();
}
Err(e) => panic!("{e}"),
_ => (),
};
// sleeps the required time to hit the framerate limit.
spin_sleep::native_sleep(
SETTINGS
.graphics
.framerate_limit()
.saturating_sub(start_time.elapsed().unwrap() * 2),
);
}
Event::RedrawEventsCleared => {
TIME.update();
game.lock().frame_update();
}
Event::LoopDestroyed => {
game.lock().event(events::Event::Destroyed);
}
Event::NewEvents(StartCause::Init) => {
#[cfg(feature = "egui")]
self.gui.immediate_ui(|gui| {
game.lock().event(events::Event::Egui(gui.context()));
});
match self.draw.redraw_event(
#[cfg(feature = "egui")]
&mut self.gui,
) {
Err(VulkanError::SwapchainOutOfDate) => {
Draw::mark_swapchain_outdated();
}
Err(e) => panic!("{e}"),
_ => (),
};
game.lock().start();
self.get_window().initialize();
self.tick_system.run(Arc::clone(&game));
}
_ => (),
}
});
});
}
}
/// Holds the timings of the engine like runtime and delta time.
pub struct Time {
/// Time since engine start.
time: SystemTime,
time_scale: AtomicF64,
delta_instant: AtomicCell<SystemTime>,
delta_time: AtomicF64,
pub(crate) zero_cvar: (Mutex<()>, Condvar),
}
impl Default for Time {
fn default() -> Self {
Self {
time: SystemTime::now(),
time_scale: AtomicF64::new(1.0f64),
delta_instant: AtomicCell::new(SystemTime::now()),
delta_time: AtomicF64::new(0.0f64),
zero_cvar: (Mutex::new(()), Condvar::new()),
}
}
}
impl Time {
/// Updates the time data on frame redraw.
pub(crate) fn update(&self) {
self.delta_time.store(
self.delta_instant.load().elapsed().unwrap().as_secs_f64(),
Ordering::Release,
);
self.delta_instant.store(SystemTime::now());
}
/// Returns the time it took to execute last iteration.
pub fn delta_time(&self) -> f64 {
self.delta_time.load(Ordering::Acquire) * self.scale()
}
/// Returns the delta time of the update iteration that does not scale with the time scale.
pub fn unscaled_delta_time(&self) -> f64 {
self.delta_time.load(Ordering::Acquire)
}
/// Returns the frames per second.
pub fn fps(&self) -> f64 {
1.0 / self.delta_time.load(Ordering::Acquire)
}
/// Returns the time since start of the engine game session.
pub fn time(&self) -> f64 {
self.time.elapsed().unwrap().as_secs_f64()
}
/// Returns the time scale of the game
pub fn scale(&self) -> f64 {
self.time_scale.load(Ordering::Acquire)
}
/// Sets the time scale of the game.
///
/// Panics if the given time scale is negative.
pub fn set_scale(&self, time_scale: f64) {
if time_scale.is_sign_negative() {
panic!("A negative time scale was given.");
}
self.time_scale.store(time_scale, Ordering::Release);
if time_scale != 0.0 {
self.zero_cvar.1.notify_all();
}
}
/// Sleeps the given duration times the time scale of the game engine.
pub fn sleep(&self, duration: Duration) {
spin_sleep::sleep(duration.mul_f64(self.time_scale.load(Ordering::Acquire)));
}
}
#[cfg(not(feature = "client"))]
#[cfg(test)]
mod tests {
use crate::prelude::*;
#[test]
fn start_engine() -> anyhow::Result<()> {
let engine = Engine::new(EngineSettings::default())?;
struct Game {
number: u32,
exit: bool,
}
impl Game {
pub fn new() -> Self {
Self {
number: 0,
exit: false,
}
}
}
impl crate::Game for Game {
fn exit(&self) -> bool {
self.exit
}
fn tick(&mut self) {
self.number += 1;
if self.number > 62 {
self.exit = true;
}
}
}
engine.start(Game::new());
Ok(())
}
}