Rename engine to window
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96d1e2441f
commit
c2a32a3be6
4 changed files with 78 additions and 78 deletions
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@ -1,74 +0,0 @@
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use winit::{
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event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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pub struct Engine {
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title: &'static str,
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}
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impl Engine {
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pub fn new(title: &'static str) -> Engine {
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Engine { title }
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}
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pub async fn run(self) {
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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.with_title(self.title)
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.build(&event_loop)
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.unwrap();
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let mut state = crate::State::new(&window).await;
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event_loop.run(
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move |event: Event<()>, _, control_flow: &mut ControlFlow| match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => {
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if !state.input(&event) {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput { input, .. } => match input {
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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},
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &&mut so we have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == window.id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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window.request_redraw();
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}
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_ => {}
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},
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);
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}
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}
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@ -1,6 +1,3 @@
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mod engine;
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pub use engine::Engine;
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mod state;
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mod state;
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pub use state::State;
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pub use state::State;
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@ -15,6 +12,6 @@ fn main() {
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println!("Failed to start logger : {}", err);
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println!("Failed to start logger : {}", err);
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}
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}
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let engine = Engine::new("Test 123");
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let engine = render::Window::new("Test 123");
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pollster::block_on(engine.run());
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pollster::block_on(engine.run());
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}
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}
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@ -16,6 +16,9 @@ use wgpu::{Device, Queue};
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mod mesh;
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mod mesh;
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pub use mesh::Mesh;
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pub use mesh::Mesh;
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mod window;
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pub use window::Window;
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pub trait Renderable {
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pub trait Renderable {
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fn initialize(&mut self, device: &Device);
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fn initialize(&mut self, device: &Device);
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fn update_instances(&mut self, queue: &Queue);
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fn update_instances(&mut self, queue: &Queue);
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74
src/render/window.rs
Normal file
74
src/render/window.rs
Normal file
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@ -0,0 +1,74 @@
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use winit::{
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event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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pub struct Window {
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title: &'static str,
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}
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impl Window {
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pub fn new(title: &'static str) -> Self {
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Self { title }
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}
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pub async fn run(self) {
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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.with_title(self.title)
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.build(&event_loop)
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.unwrap();
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let mut state = crate::State::new(&window).await;
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event_loop.run(
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move |event: Event<()>, _, control_flow: &mut ControlFlow| match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => {
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if !state.input(&event) {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput { input, .. } => match input {
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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},
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &&mut so we have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == window.id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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window.request_redraw();
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}
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_ => {}
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},
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);
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}
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}
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