engine/examples/simple_window/src/main.rs

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Rust
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use anyhow::Result;
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use ecs::*;
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use engine::prelude::*;
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struct CameraControlStart;
struct CameraControlEnd;
struct CameraControlMove {
x: u32,
y: u32,
}
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fn main() -> Result<()> {
let mut world_builder = World::builder();
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Engine::new::<GameState>(EngineCreateInfo::default(), &mut world_builder)?;
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world_builder.add_system(10, GameState::update);
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world_builder.resources.insert(GameState::default());
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world_builder.events.register_event::<CameraControlStart>();
world_builder.events.register_event::<CameraControlEnd>();
world_builder.events.register_event::<CameraControlMove>();
world_builder.events.add_reader(Game::enable_camera_control);
world_builder
.events
.add_reader(Game::disable_camera_control);
world_builder.events.add_reader(Game::update_mouse);
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let scene: &mut Scene = world_builder.resources.get_mut()?;
let view = scene.view_mut();
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let camera_control = FreeCameraControl::new(view)?;
world_builder.resources.insert(camera_control);
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world_builder.build().run()
}
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#[derive(Default, Resource)]
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enum GameState {
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#[default]
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Startup,
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Game(Game),
}
impl GameState {
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fn update(commands: &mut Commands, game_state: &mut GameState) -> Result<bool> {
match game_state {
GameState::Startup => *game_state = GameState::Game(Game),
GameState::Game(game) => game.update(commands)?,
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}
Ok(true)
}
}
impl EventConsumer for GameState {
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fn event(&mut self, commands: &mut Commands, event: EngineEvent<'_>) -> Result<()> {
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match self {
GameState::Startup => (),
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GameState::Game(game) => game.event(commands, event)?,
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}
Ok(())
}
}
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struct Game;
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impl Game {
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fn enable_camera_control(
_: &CameraControlStart,
_commands: &mut Commands,
camera_control: &mut FreeCameraControl,
) -> Result<()> {
camera_control.mouse_down();
Ok(())
}
fn disable_camera_control(
_: &CameraControlEnd,
_commands: &mut Commands,
camera_control: &mut FreeCameraControl,
) -> Result<()> {
camera_control.mouse_release();
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Ok(())
}
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fn update_mouse(
camera_move: &CameraControlMove,
_commands: &mut Commands,
camera_control: &mut FreeCameraControl,
scene: &mut Scene,
) -> Result<()> {
camera_control.mouse_move(camera_move.x, camera_move.y, scene.view_mut())?;
Ok(())
}
fn update(&mut self, _commands: &mut Commands) -> Result<()> {
Ok(())
}
fn event(&mut self, commands: &mut Commands, event: EngineEvent<'_>) -> Result<()> {
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match event {
EngineEvent::MouseButtonDown(MouseButton::Left) => {
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commands.write_event(CameraControlStart)
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}
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EngineEvent::MouseButtonUp(MouseButton::Left) => commands.write_event(CameraControlEnd),
EngineEvent::MouseMotion(x, y) => commands.write_event(CameraControlMove { x, y }),
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_ => (),
}
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Ok(())
}
}