use shipyard::{ World, Workload, IntoWorkload, UniqueView, UniqueViewMut, NonSendSync, Unique }; use glium::{ Surface, glutin::{ event_loop::{EventLoop, ControlFlow}, event::{Event, WindowEvent} } }; use glam::vec3; use std::time::{Instant, Duration}; mod logging; pub(crate) mod rendering; pub(crate) mod player; pub(crate) mod world; pub(crate) mod prefabs; pub(crate) mod transform; use rendering::{Rederer, RenderTarget, BackgroundColor, clear_background}; use world::GameWorld; use prefabs::load_prefabs; #[derive(Unique)] pub(crate) struct DeltaTime(Duration); fn render() -> Workload { ( clear_background, ).into_workload() } fn update() -> Workload { (||()).into_workload() } fn main() { logging::init(); //Create event loop let event_loop = EventLoop::new(); //Create a shipyard world let world = World::new(); //Add systems and uniques, Init and load things world.add_unique_non_send_sync( Rederer::init(&event_loop) ); load_prefabs(&world); world.add_unique_non_send_sync( GameWorld::new() ); world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.))); world.add_unique(DeltaTime(Duration::default())); world.add_workload(update); world.add_workload(render); //Run the event loop let mut last_update = Instant::now(); event_loop.run(move |event, _, control_flow| { *control_flow = ControlFlow::Poll; match event { Event::WindowEvent { event, .. } => match event { WindowEvent::Resized(size) => { // todo ... } 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::>().unwrap(); let now = Instant::now(); dt_view.0 = now - last_update; last_update = now; } //Run update workflow world.run_workload(update).unwrap(); //Start rendering (maybe use custom views for this?) let mut target = { let renderer = world.borrow::>>().unwrap(); renderer.display.draw() }; target.clear_color_and_depth((0., 0., 0., 1.), 1.); world.add_unique_non_send_sync(RenderTarget(target)); //Run render workflow world.run_workload(render).unwrap(); //Finish rendering let target = world.remove_unique::().unwrap(); target.0.finish().unwrap(); }, _ => (), }; }); }