120 lines
3 KiB
Rust
120 lines
3 KiB
Rust
use anyhow::Result;
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use ecs::*;
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use engine::prelude::*;
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struct CameraControlStart;
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struct CameraControlEnd;
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struct CameraControlMove {
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x: u32,
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y: u32,
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}
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fn main() -> Result<()> {
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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>();
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world_builder.events.register_event::<CameraControlEnd>();
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world_builder.events.register_event::<CameraControlMove>();
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world_builder.events.add_reader(Game::enable_camera_control);
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world_builder
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.events
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.add_reader(Game::disable_camera_control);
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world_builder.events.add_reader(Game::update_mouse);
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let scene: &mut Scene = world_builder.resources.get_mut()?;
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let view = scene.view_mut();
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let camera_control = FreeCameraControl::new(view)?;
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world_builder.resources.insert(camera_control);
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world_builder.build().run()
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}
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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),
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}
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impl GameState {
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fn update(commands: &mut Commands, game_state: &mut GameState) -> Result<bool> {
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match game_state {
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GameState::Startup => *game_state = GameState::Game(Game),
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GameState::Game(game) => game.update(commands)?,
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}
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Ok(true)
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}
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}
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impl EventConsumer for GameState {
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fn event(&mut self, commands: &mut Commands, event: EngineEvent<'_>) -> Result<()> {
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match self {
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GameState::Startup => (),
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GameState::Game(game) => game.event(commands, event)?,
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}
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Ok(())
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}
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}
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struct Game;
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impl Game {
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fn enable_camera_control(
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_: &CameraControlStart,
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_commands: &mut Commands,
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camera_control: &mut FreeCameraControl,
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) -> Result<()> {
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camera_control.mouse_down();
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Ok(())
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}
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fn disable_camera_control(
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_: &CameraControlEnd,
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_commands: &mut Commands,
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camera_control: &mut FreeCameraControl,
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) -> Result<()> {
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camera_control.mouse_release();
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Ok(())
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}
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fn update_mouse(
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camera_move: &CameraControlMove,
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_commands: &mut Commands,
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camera_control: &mut FreeCameraControl,
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scene: &mut Scene,
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) -> Result<()> {
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camera_control.mouse_move(camera_move.x, camera_move.y, scene.view_mut())?;
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Ok(())
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}
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fn update(&mut self, _commands: &mut Commands) -> Result<()> {
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Ok(())
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}
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fn event(&mut self, commands: &mut Commands, event: EngineEvent<'_>) -> Result<()> {
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match event {
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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),
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EngineEvent::MouseMotion(x, y) => commands.write_event(CameraControlMove { x, y }),
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_ => (),
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}
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Ok(())
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}
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}
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