mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-21 14:28:43 -06:00
initial android support (fails on textures)
This commit is contained in:
parent
50c25dac34
commit
df3791af17
20
Cargo.lock
generated
20
Cargo.lock
generated
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@ -48,6 +48,24 @@ dependencies = [
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"memchr",
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]
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[[package]]
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name = "android_log-sys"
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version = "0.3.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "27f0fc03f560e1aebde41c2398b691cb98b5ea5996a6184a7a67bbbb77448969"
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[[package]]
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name = "android_logger"
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version = "0.13.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "3fa490e751f3878eb9accb9f18988eca52c2337ce000a8bf31ef50d4c723ca9e"
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dependencies = [
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"android_log-sys",
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"env_logger",
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"log",
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"once_cell",
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]
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[[package]]
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name = "anyhow"
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version = "1.0.71"
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@ -949,6 +967,7 @@ dependencies = [
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"kubi-shared",
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"log",
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"lz4_flex",
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"ndk-glue",
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"nohash-hasher",
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"postcard",
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"rayon",
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@ -964,6 +983,7 @@ dependencies = [
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name = "kubi-logging"
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version = "0.1.0"
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dependencies = [
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"android_logger",
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"env_logger",
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"log",
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]
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@ -5,4 +5,9 @@ edition = "2021"
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[dependencies]
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log = "0.4"
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[target.'cfg(not(target_os = "android"))'.dependencies]
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env_logger = "0.10"
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[target.'cfg(target_os = "android")'.dependencies]
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android_logger = "0.13"
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@ -1,14 +1,13 @@
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//! Custom env_logger options and styling
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/// Custom env_logger options and styling
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use env_logger::{fmt::Color, Builder, Env};
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use log::Level;
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use std::io::Write;
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pub use log;
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pub use env_logger;
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#[inline]
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#[cfg(not(target_os = "android"))]
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pub fn init() {
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use log::Level;
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use std::io::Write;
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use env_logger::{fmt::Color, Builder, Env};
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let env = Env::default()
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.filter_or("RUST_LOG", "trace,gilrs=warn,rusty_xinput=warn");
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Builder::from_env(env)
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@ -51,3 +50,14 @@ pub fn init() {
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})
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.init();
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}
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/// Custom env_logger options and styling
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#[inline]
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#[cfg(target_os = "android")]
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pub fn init() {
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use log::LevelFilter;
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use android_logger::Config;
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android_logger::init_once(
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Config::default().with_max_level(LevelFilter::Trace),
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);
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}
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@ -4,6 +4,9 @@ version = "0.0.0"
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edition = "2021"
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publish = false
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[lib]
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crate-type = ["lib", "cdylib"]
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[dependencies]
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kubi-shared = { path = "../kubi-shared" }
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kubi-logging = { path = "../kubi-logging" }
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@ -25,6 +28,9 @@ serde_json = { version = "1.0", optional = true }
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lz4_flex = { version = "0.10", default-features = false, features = ["std", "checked-decode"] }
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static_assertions = "1.1"
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[target.'cfg(target_os = "android")'.dependencies]
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ndk-glue = "0.7"
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[target.'cfg(target_os = "windows")'.dependencies]
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winapi = { version = "0.3" }
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268
kubi/src/lib.rs
Normal file
268
kubi/src/lib.rs
Normal file
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@ -0,0 +1,268 @@
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#![allow(clippy::too_many_arguments)] // allowed because systems often need a lot of arguments
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use shipyard::{
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World, Workload, IntoWorkload,
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UniqueView, UniqueViewMut,
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NonSendSync, WorkloadModificator,
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SystemModificator
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};
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use glium::{
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glutin::{
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event_loop::{EventLoop, ControlFlow},
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event::{Event, WindowEvent}
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}
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};
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use glam::vec3;
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use std::time::Instant;
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pub use kubi_shared::transform;
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pub(crate) mod rendering;
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pub(crate) mod world;
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pub(crate) mod player;
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pub(crate) mod prefabs;
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pub(crate) mod settings;
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pub(crate) mod camera;
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pub(crate) mod events;
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pub(crate) mod input;
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pub(crate) mod fly_controller;
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pub(crate) mod block_placement;
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pub(crate) mod delta_time;
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pub(crate) mod cursor_lock;
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pub(crate) mod control_flow;
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pub(crate) mod state;
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pub(crate) mod gui;
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pub(crate) mod networking;
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pub(crate) mod init;
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pub(crate) mod color;
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pub(crate) mod loading_screen;
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pub(crate) mod connecting_screen;
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pub(crate) mod fixed_timestamp;
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use world::{
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init_game_world,
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loading::update_loaded_world_around_player,
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raycast::update_raycasts,
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queue::apply_queued_blocks,
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tasks::{ChunkTaskManager},
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};
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use player::{spawn_player, MainPlayer};
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use prefabs::load_prefabs;
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use settings::{load_settings, GameSettings};
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use camera::compute_cameras;
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use events::{
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clear_events,
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process_glutin_events,
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initial_resize_event,
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player_actions::generate_move_events,
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};
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use input::{init_input, process_inputs};
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use fly_controller::update_controllers;
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use rendering::{
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Renderer,
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RenderTarget,
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BackgroundColor,
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clear_background,
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init_window_size,
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update_window_size,
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primitives::init_primitives,
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world::{draw_world, draw_current_chunk_border},
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selection_box::render_selection_box,
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entities::render_entities,
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};
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use block_placement::update_block_placement;
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use delta_time::{DeltaTime, init_delta_time};
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
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use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
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use init::initialize_from_args;
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use gui::{render_gui, init_gui, update_gui};
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use loading_screen::update_loading_screen;
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use connecting_screen::switch_to_loading_if_connected;
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use fixed_timestamp::init_fixed_timestamp_storage;
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/// stuff required to init the renderer and other basic systems
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fn pre_startup() -> Workload {
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(
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load_settings,
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).into_sequential_workload()
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}
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fn startup() -> Workload {
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(
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init_fixed_timestamp_storage,
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initial_resize_event,
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init_window_size,
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load_prefabs,
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init_primitives,
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insert_lock_state,
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init_state,
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initialize_from_args,
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lock_cursor_now,
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init_input,
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init_gui,
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insert_control_flow_unique,
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init_delta_time,
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).into_sequential_workload()
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}
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fn update() -> Workload {
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(
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update_window_size,
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update_cursor_lock_state,
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process_inputs,
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(
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init_game_world.run_if_missing_unique::<ChunkTaskManager>(),
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(
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spawn_player.run_if_storage_empty::<MainPlayer>(),
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).into_sequential_workload().run_if(is_singleplayer),
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).into_sequential_workload().run_if(is_ingame_or_loading),
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update_networking().run_if(is_multiplayer),
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(
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switch_to_loading_if_connected
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).into_sequential_workload().run_if(is_connecting),
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(
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update_loading_screen,
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).into_sequential_workload().run_if(is_loading),
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(
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update_loaded_world_around_player,
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).into_sequential_workload().run_if(is_ingame_or_loading),
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(
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update_controllers,
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generate_move_events,
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update_raycasts,
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update_block_placement,
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apply_queued_blocks,
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).into_sequential_workload().run_if(is_ingame),
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update_networking_late.run_if(is_multiplayer),
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compute_cameras,
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update_gui,
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update_state,
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exit_on_esc,
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disconnect_on_exit.run_if(is_multiplayer),
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).into_sequential_workload()
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}
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fn render() -> Workload {
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(
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clear_background,
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(
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draw_world,
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draw_current_chunk_border,
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render_selection_box,
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render_entities,
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).into_sequential_workload().run_if(is_ingame),
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render_gui,
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).into_sequential_workload()
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}
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fn after_frame_end() -> Workload {
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(
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clear_events,
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).into_sequential_workload()
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}
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#[cfg(all(windows, not(debug_assertions)))]
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fn attach_console() {
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use winapi::um::wincon::{AttachConsole, ATTACH_PARENT_PROCESS};
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unsafe { AttachConsole(ATTACH_PARENT_PROCESS); }
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}
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#[no_mangle]
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#[cfg_attr(target_os = "android", ndk_glue::main(backtrace = "on"))]
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pub fn kubi_main() {
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//Attach console on release builds on windows
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#[cfg(all(windows, not(debug_assertions)))] attach_console();
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//Print version
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println!("{:─^54}", format!("[ ▄▀ Kubi client v. {} ]", env!("CARGO_PKG_VERSION")));
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//Init env_logger
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kubi_logging::init();
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//Create a shipyard world
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let mut world = World::new();
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//Register workloads
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world.add_workload(pre_startup);
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world.add_workload(startup);
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world.add_workload(update);
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world.add_workload(render);
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world.add_workload(after_frame_end);
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//Run pre-startup procedure
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world.run_workload(pre_startup).unwrap();
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//Create event loop
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let event_loop = EventLoop::new();
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//Initialize renderer
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{
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let settings = world.borrow::<UniqueView<GameSettings>>().unwrap();
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world.add_unique_non_send_sync(Renderer::init(&event_loop, &settings));
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}
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world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
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//Save _visualizer.json
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#[cfg(feature = "generate_visualizer_data")]
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std::fs::write(
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"_visualizer.json",
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serde_json::to_string(&world.workloads_info()).unwrap(),
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).unwrap();
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//Run startup systems
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world.run_workload(startup).unwrap();
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//Run the event loop
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let mut last_update = Instant::now();
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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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process_glutin_events(&mut world, &event);
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#[allow(clippy::collapsible_match, clippy::single_match)]
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => {
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log::info!("exit requested");
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*control_flow = ControlFlow::Exit;
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},
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_ => (),
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},
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Event::MainEventsCleared => {
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//Update delta time (maybe move this into a system?)
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{
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let mut dt_view = world.borrow::<UniqueViewMut<DeltaTime>>().unwrap();
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let now = Instant::now();
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dt_view.0 = now - last_update;
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last_update = now;
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}
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//Run update workflows
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world.run_workload(update).unwrap();
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//Start rendering (maybe use custom views for this?)
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let target = {
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let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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renderer.display.draw()
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};
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world.add_unique_non_send_sync(RenderTarget(target));
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//Run render workflow
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world.run_workload(render).unwrap();
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//Finish rendering
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let target = world.remove_unique::<RenderTarget>().unwrap();
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target.0.finish().unwrap();
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//After frame end
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world.run_workload(after_frame_end).unwrap();
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//Process control flow changes
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if let Some(flow) = world.borrow::<UniqueView<SetControlFlow>>().unwrap().0 {
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*control_flow = flow;
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}
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},
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_ => (),
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};
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});
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}
|
264
kubi/src/main.rs
264
kubi/src/main.rs
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@ -2,269 +2,7 @@
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all(windows, not(debug_assertions)),
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windows_subsystem = "windows"
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)]
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#![allow(clippy::too_many_arguments)] // allowed because systems often need a lot of arguments
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use shipyard::{
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World, Workload, IntoWorkload,
|
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UniqueView, UniqueViewMut,
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NonSendSync, WorkloadModificator,
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SystemModificator
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};
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use glium::{
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glutin::{
|
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event_loop::{EventLoop, ControlFlow},
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event::{Event, WindowEvent}
|
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}
|
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};
|
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use glam::vec3;
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use std::time::Instant;
|
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|
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pub use kubi_shared::transform;
|
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|
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pub(crate) mod rendering;
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pub(crate) mod world;
|
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pub(crate) mod player;
|
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pub(crate) mod prefabs;
|
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pub(crate) mod settings;
|
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pub(crate) mod camera;
|
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pub(crate) mod events;
|
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pub(crate) mod input;
|
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pub(crate) mod fly_controller;
|
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pub(crate) mod block_placement;
|
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pub(crate) mod delta_time;
|
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pub(crate) mod cursor_lock;
|
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pub(crate) mod control_flow;
|
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pub(crate) mod state;
|
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pub(crate) mod gui;
|
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pub(crate) mod networking;
|
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pub(crate) mod init;
|
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pub(crate) mod color;
|
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pub(crate) mod loading_screen;
|
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pub(crate) mod connecting_screen;
|
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pub(crate) mod fixed_timestamp;
|
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|
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use world::{
|
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init_game_world,
|
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loading::update_loaded_world_around_player,
|
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raycast::update_raycasts,
|
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queue::apply_queued_blocks,
|
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tasks::{ChunkTaskManager},
|
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};
|
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use player::{spawn_player, MainPlayer};
|
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use prefabs::load_prefabs;
|
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use settings::{load_settings, GameSettings};
|
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use camera::compute_cameras;
|
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use events::{
|
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clear_events,
|
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process_glutin_events,
|
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initial_resize_event,
|
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player_actions::generate_move_events,
|
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};
|
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use input::{init_input, process_inputs};
|
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use fly_controller::update_controllers;
|
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use rendering::{
|
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Renderer,
|
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RenderTarget,
|
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BackgroundColor,
|
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clear_background,
|
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init_window_size,
|
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update_window_size,
|
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primitives::init_primitives,
|
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world::{draw_world, draw_current_chunk_border},
|
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selection_box::render_selection_box,
|
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entities::render_entities,
|
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};
|
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use block_placement::update_block_placement;
|
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use delta_time::{DeltaTime, init_delta_time};
|
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
|
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
|
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use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
|
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use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
|
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use init::initialize_from_args;
|
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use gui::{render_gui, init_gui, update_gui};
|
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use loading_screen::update_loading_screen;
|
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use connecting_screen::switch_to_loading_if_connected;
|
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use fixed_timestamp::init_fixed_timestamp_storage;
|
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|
||||
/// stuff required to init the renderer and other basic systems
|
||||
fn pre_startup() -> Workload {
|
||||
(
|
||||
load_settings,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
fn startup() -> Workload {
|
||||
(
|
||||
init_fixed_timestamp_storage,
|
||||
initial_resize_event,
|
||||
init_window_size,
|
||||
load_prefabs,
|
||||
init_primitives,
|
||||
insert_lock_state,
|
||||
init_state,
|
||||
initialize_from_args,
|
||||
lock_cursor_now,
|
||||
init_input,
|
||||
init_gui,
|
||||
insert_control_flow_unique,
|
||||
init_delta_time,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
fn update() -> Workload {
|
||||
(
|
||||
update_window_size,
|
||||
update_cursor_lock_state,
|
||||
process_inputs,
|
||||
(
|
||||
init_game_world.run_if_missing_unique::<ChunkTaskManager>(),
|
||||
(
|
||||
spawn_player.run_if_storage_empty::<MainPlayer>(),
|
||||
).into_sequential_workload().run_if(is_singleplayer),
|
||||
).into_sequential_workload().run_if(is_ingame_or_loading),
|
||||
update_networking().run_if(is_multiplayer),
|
||||
(
|
||||
switch_to_loading_if_connected
|
||||
).into_sequential_workload().run_if(is_connecting),
|
||||
(
|
||||
update_loading_screen,
|
||||
).into_sequential_workload().run_if(is_loading),
|
||||
(
|
||||
update_loaded_world_around_player,
|
||||
).into_sequential_workload().run_if(is_ingame_or_loading),
|
||||
(
|
||||
update_controllers,
|
||||
generate_move_events,
|
||||
update_raycasts,
|
||||
update_block_placement,
|
||||
apply_queued_blocks,
|
||||
).into_sequential_workload().run_if(is_ingame),
|
||||
update_networking_late.run_if(is_multiplayer),
|
||||
compute_cameras,
|
||||
update_gui,
|
||||
update_state,
|
||||
exit_on_esc,
|
||||
disconnect_on_exit.run_if(is_multiplayer),
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
fn render() -> Workload {
|
||||
(
|
||||
clear_background,
|
||||
(
|
||||
draw_world,
|
||||
draw_current_chunk_border,
|
||||
render_selection_box,
|
||||
render_entities,
|
||||
).into_sequential_workload().run_if(is_ingame),
|
||||
render_gui,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
fn after_frame_end() -> Workload {
|
||||
(
|
||||
clear_events,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
#[cfg(all(windows, not(debug_assertions)))]
|
||||
fn attach_console() {
|
||||
use winapi::um::wincon::{AttachConsole, ATTACH_PARENT_PROCESS};
|
||||
unsafe { AttachConsole(ATTACH_PARENT_PROCESS); }
|
||||
}
|
||||
|
||||
fn main() {
|
||||
//Attach console on release builds on windows
|
||||
#[cfg(all(windows, not(debug_assertions)))] attach_console();
|
||||
|
||||
//Print version
|
||||
println!("{:─^54}", format!("[ ▄▀ Kubi client v. {} ]", env!("CARGO_PKG_VERSION")));
|
||||
|
||||
//Init env_logger
|
||||
kubi_logging::init();
|
||||
|
||||
//Create a shipyard world
|
||||
let mut world = World::new();
|
||||
|
||||
//Register workloads
|
||||
world.add_workload(pre_startup);
|
||||
world.add_workload(startup);
|
||||
world.add_workload(update);
|
||||
world.add_workload(render);
|
||||
world.add_workload(after_frame_end);
|
||||
|
||||
//Run pre-startup procedure
|
||||
world.run_workload(pre_startup).unwrap();
|
||||
|
||||
//Create event loop
|
||||
let event_loop = EventLoop::new();
|
||||
|
||||
//Initialize renderer
|
||||
{
|
||||
let settings = world.borrow::<UniqueView<GameSettings>>().unwrap();
|
||||
world.add_unique_non_send_sync(Renderer::init(&event_loop, &settings));
|
||||
}
|
||||
world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
|
||||
|
||||
//Save _visualizer.json
|
||||
#[cfg(feature = "generate_visualizer_data")]
|
||||
std::fs::write(
|
||||
"_visualizer.json",
|
||||
serde_json::to_string(&world.workloads_info()).unwrap(),
|
||||
).unwrap();
|
||||
|
||||
//Run startup systems
|
||||
world.run_workload(startup).unwrap();
|
||||
|
||||
//Run the event loop
|
||||
let mut last_update = Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
process_glutin_events(&mut world, &event);
|
||||
#[allow(clippy::collapsible_match, clippy::single_match)]
|
||||
match event {
|
||||
Event::WindowEvent { event, .. } => match event {
|
||||
WindowEvent::CloseRequested => {
|
||||
log::info!("exit requested");
|
||||
*control_flow = ControlFlow::Exit;
|
||||
},
|
||||
_ => (),
|
||||
},
|
||||
Event::MainEventsCleared => {
|
||||
//Update delta time (maybe move this into a system?)
|
||||
{
|
||||
let mut dt_view = world.borrow::<UniqueViewMut<DeltaTime>>().unwrap();
|
||||
let now = Instant::now();
|
||||
dt_view.0 = now - last_update;
|
||||
last_update = now;
|
||||
}
|
||||
|
||||
//Run update workflows
|
||||
world.run_workload(update).unwrap();
|
||||
|
||||
//Start rendering (maybe use custom views for this?)
|
||||
let target = {
|
||||
let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
|
||||
renderer.display.draw()
|
||||
};
|
||||
world.add_unique_non_send_sync(RenderTarget(target));
|
||||
|
||||
//Run render workflow
|
||||
world.run_workload(render).unwrap();
|
||||
|
||||
//Finish rendering
|
||||
let target = world.remove_unique::<RenderTarget>().unwrap();
|
||||
target.0.finish().unwrap();
|
||||
|
||||
//After frame end
|
||||
world.run_workload(after_frame_end).unwrap();
|
||||
|
||||
//Process control flow changes
|
||||
if let Some(flow) = world.borrow::<UniqueView<SetControlFlow>>().unwrap().0 {
|
||||
*control_flow = flow;
|
||||
}
|
||||
},
|
||||
_ => (),
|
||||
};
|
||||
});
|
||||
kubi::kubi_main();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue