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use universe::Universe;
use cell::CellState;
use entity::{EntityState, MutEntityState};
use action::{CellAction, EntityAction};
use engine::Engine;
pub mod middleware;
use self::middleware::Middleware;
pub trait Driver<
C: CellState, E: EntityState<C>, M: MutEntityState, CA: CellAction<C>, EA: EntityAction<C, E>, N: Engine<C, E, M, CA, EA>
> {
fn init(self, universe: Universe<C, E, M, CA, EA>, N, &mut [Box<Middleware<C, E, M, CA, EA, N>>]);
}
pub struct BasicDriver;
impl<
C: CellState, E: EntityState<C>, M: MutEntityState, CA: CellAction<C>, EA: EntityAction<C, E>, N: Engine<C, E, M, CA, EA>
> Driver<C, E, M, CA, EA, N> for BasicDriver {
fn init(self, mut universe: Universe<C, E, M, CA, EA>, mut engine: N, middleware: &mut [Box<Middleware<C, E, M, CA, EA, N>>]) {
println!("Starting simulation driver...");
loop {
for mut m in middleware.iter_mut() {
m.before_render(&mut universe);
}
engine.step(&mut universe);
for m in middleware.iter_mut() {
m.after_render(&mut universe);
}
}
}
}