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@ -53,27 +53,31 @@ use specs::prelude::*;
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use vulkano::swapchain::Surface;
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struct Draws(Sprite);
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struct Draws(Box<dyn Drawable + Sync + Send>, Box<dyn Eventable<TrEvent> + Sync + Send>);
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impl Component for Draws {
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type Storage = VecStorage<Self>;
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}
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struct Vel {
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x: f32,
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y: f32,
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pub struct Move {
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vel_x: f32,
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vel_y: f32,
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pos_x: f32,
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pos_y: f32,
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}
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impl Component for Vel {
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impl Component for Move {
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type Storage = VecStorage<Self>;
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}
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struct Pos {
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x: f32,
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y: f32
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pub struct Geom {
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size_x: f32,
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size_y: f32,
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rotation: f32,
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depth: f32,
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}
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impl Component for Pos {
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impl Component for Geom {
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type Storage = VecStorage<Self>;
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}
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@ -91,34 +95,37 @@ struct RenderSystem;
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impl<'a> System<'a> for RenderSystem {
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type SystemData = (
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Move>,
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WriteStorage<'a, Geom>,
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WriteStorage<'a, Draws>,
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Write<'a, PersistentState>,
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Write<'a, VkProcessor>,
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);
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fn run(&mut self, (mut pos, vel, mut draw, mut state, mut vk_processor): Self::SystemData) {
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fn run(&mut self, (mut mv, mut geom, mut draw, mut state, mut vk_processor): Self::SystemData) {
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state.canvas_frame = CanvasFrame::new(state.window_size);
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state.compu_frame = CompuFrame::new(state.window_size);
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// compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
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// compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
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for (mv, geom, draw) in (&mut mv, &mut geom, &mut draw).join() {
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mv.pos_x += mv.vel_x * state.delta_time;
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mv.pos_y += mv.vel_y * state.delta_time;
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for (vel, pos, draw) in (&vel, &mut pos, &mut draw).join() {
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pos.x += vel.x * state.delta_time;
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pos.y += vel.y * state.delta_time;
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draw.0.position = (pos.x, pos.y);
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let window_size = state.window_size.clone();
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state.canvas_frame.add(draw.0.get(
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window_size,
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(mv.pos_x, mv.pos_y),
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geom.rotation,
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(geom.size_x, geom.size_y),
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geom.depth,
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));
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}
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for draw_data in (&draw).join() {
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let size = state.window_size.clone();
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state.canvas_frame.add(draw_data.0.get(size))
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}
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vk_processor.run(&state.surface.clone().unwrap(),
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@ -128,10 +135,28 @@ impl<'a> System<'a> for RenderSystem {
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}
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struct EventSystem;
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impl<'a> System<'a> for EventSystem {
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type SystemData = (
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WriteStorage<'a, Draws>,
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Write<'a, PersistentState>,
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Write<'a, VkProcessor>,
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);
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fn run(&mut self, (mut draw, mut state, mut vk_processor): Self::SystemData) {
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for draw_data in (&draw).join() {
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draw_data.1.notify()
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}
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}
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}
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pub fn main() {
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hprof::start_frame();
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//hprof::start_frame();
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//let g = hprof::enter("vulkan preload");
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let q1 = hprof::enter("setup");
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let instance = {
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let extensions = vulkano_win::required_extensions();
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@ -149,17 +174,12 @@ pub fn main() {
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.build_vk_surface(&events_loop, instance.clone()).unwrap();
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let mut processor = VkProcessor::new(instance.clone(), surface.clone());
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{
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let g = hprof::enter("vulkan preload");
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processor.create_swapchain(instance.clone(), surface.clone());
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processor.preload_kernels();
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processor.preload_shaders();
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processor.preload_textures();
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processor.preload_fonts();
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}
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let q2 = hprof::enter("Game Objects");
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let mut timer = Timer::new();
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let mut frame_future: Box<dyn GpuFuture> =
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@ -175,12 +195,13 @@ pub fn main() {
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let image_data = load_raw(String::from("ford2.jpg"));
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let image_dimensions_f: (f32, f32) = ((image_data.1).clone().0 as f32, (image_data.1).clone().1 as f32);
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let image_dimensions_u: (u32, u32) = image_data.1;
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let compu_sprite1: CompuSprite =
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CompuSprite::new((-1.0, -1.0), (1.0, 1.0), 0, image_dimensions_f,
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// Swap image to render the result to. Must match dimensions
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processor.new_swap_image(image_dimensions_u));
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// Need to
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let compute_buffer: Arc<CompuBufferHandle> =
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processor.new_compute_buffer(image_data.0.clone(), image_data.1, 4);
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@ -196,25 +217,10 @@ pub fn main() {
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processor.get_texture_handle(String::from("funky-bird.jpg")).unwrap();
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let sfml_handle: Arc<CanvasTextureHandle> =
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processor.get_texture_handle(String::from("sfml.png")).unwrap();
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//let font_handle : Arc<CanvasFontHandle> =
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// processor.get_font_handle(String::from("sansation.ttf")).unwrap();
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// So I would have to go full in on the ECS in order to do rendering...
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// That would probably look like a canvasFrame and compuFrame component which would
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// be added to the world.
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// Though canvasFrame and compuFrame have to share the command_buffer
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// which means I should just keep the vk processor lol
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// The `World` is our
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// container for components
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// and other resources.
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let mut world = World::new();
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world.register::<Pos>();
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world.register::<Vel>();
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world.register::<Move>();
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world.register::<Geom>();
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world.register::<Draws>();
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world.insert::<VkProcessor>(processor);
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world.insert::<PersistentState>(PersistentState {
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@ -225,31 +231,35 @@ pub fn main() {
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compu_frame: CompuFrame::new((0, 0)),
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});
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let thing = Box::new(Sprite::new(funky_handle.clone()));
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// An entity may or may not contain some component.
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world.create_entity()
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.with(Vel { x: 0.0, y: 0.0 })
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.with(Pos{ x: 0.0, y: 0.0 })
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.with(Draws(
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Sprite::new(
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(200.0, 200.0),
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(100.0, 150.0), 10, funky_handle.clone())))
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.with(Move { vel_x: 0.0, vel_y: 0.0, pos_x: 100.0, pos_y: 400.0 })
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.with(Geom { size_x: 100.0, size_y: 100.0, rotation: 0.0, depth: 1.0 })
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.with(Draws(thing.clone(), thing.clone()))
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.build();
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let mut dispatcher = DispatcherBuilder::new()
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// .with(SysA, "sys_a", &[])
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.with(RenderSystem, "render_s", &[]).build();
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let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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let slider = Slider::new((300.0, 50.0), (550.0, 100.0), 30000);
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world.create_entity()
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.with(Move { vel_x: 0.0, vel_y: 0.0, pos_x: 100.0, pos_y: 400.0 })
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.with(Geom { size_x: 100.0, size_y: 100.0, rotation: 0.0, depth: 1.0 })
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.with(Draws(thing.clone(), thing))
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.build();
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let thing2 = Box::new(Slider::new((300.0, 50.0), (550.0, 100.0), 30000));
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drop(q2);
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drop(q1);
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world.create_entity()
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.with(Move { vel_x: 0.0, vel_y: 0.0, pos_x: 100.0, pos_y: 400.0 })
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.with(Geom { size_x: 100.0, size_y: 100.0, rotation: 0.0, depth: 1.0 })
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.with(Draws(thing2.clone(), thing2))
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.build();
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let l = hprof::enter("Loop");
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// call the run method for the following systems & deps
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let mut dispatcher = DispatcherBuilder::new()
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// .with(SysA, "sys_a", &[])
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.with(RenderSystem, "render_s", &[]).build();
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let event_loop_proxy = events_loop.create_proxy();
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@ -286,47 +296,16 @@ pub fn main() {
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});
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// What would the component for a sprite be...
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// Drawable with the vertex format in one rendering system
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// position + velocity could then be two more in one system
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// maybe some sort of input system
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//
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// let mut big_container = vec![
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// Box::new(Slider::new((0.1, 0.1), (0.9, 0.9), 5000)),
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// Box::new(Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone())),
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// ];
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//container.push(Sprite::new((0.1)));
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// Events loop is borrowed from the surface
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events_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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// for eventable in &mut big_container {
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// eventable.notify(&event);
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// }
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//
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// for drawable in &mut big_container {
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// canvas_frame.draw(&drawable);
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// }
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match event {
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Event::NewEvents(cause) => {
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if cause == StartCause::Init {
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world.write_resource::<PersistentState>()
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.window_size = surface.window().inner_size().into();
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}
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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// This dispatches all the systems in parallel (but blocking).
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world.write_resource::<PersistentState>().delta_time = delta_time;
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dispatcher.dispatch(&mut world);
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}
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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*control_flow = ControlFlow::Exit
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@ -334,7 +313,8 @@ pub fn main() {
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Event::WindowEvent { event: WindowEvent::Resized(new_size), .. } => {
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world.write_resource::<VkProcessor>()
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.swapchain_recreate_needed = true;
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let size = (new_size.width, new_size.height);
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world.write_resource::<PersistentState>()
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.window_size = (new_size.width, new_size.height);
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}
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Event::WindowEvent {
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event: WindowEvent::MouseInput {
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@ -368,6 +348,17 @@ pub fn main() {
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}
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Event::MainEventsCleared => {
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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// This dispatches all the systems in parallel (but blocking).
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world.write_resource::<PersistentState>().delta_time = delta_time;
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dispatcher.dispatch(&mut world);
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// while (accumulator_time - step_size) >= step_size {
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// accumulator_time -= step_size;
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@ -392,22 +383,12 @@ pub fn main() {
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// }
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});
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drop(l);
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hprof::end_frame();
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hprof::profiler().print_timing();
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// hprof::end_frame();
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// hprof::profiler().print_timing();
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}
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pub fn click_test(event_loop_proxy: EventLoopProxy<TrEvent>, canvas_state: &CanvasState) {
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// for i in canvas_state. {
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// event_loop_proxy.send_event(TrEvent::MouseClickEvent {
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// position: (0.0, 0.0),
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// button: MouseButton::Left,
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// }).ok();
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// }
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}
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