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@ -81,8 +81,8 @@ struct PersistentState {
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struct RenderSystem;
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struct RenderSystem;
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impl<'a> System<'a> for RenderSystem {
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impl<'a> System<'a> for RenderSystem {
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type SystemData = (
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type SystemData = (
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Vel>,
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@ -92,7 +92,6 @@ impl<'a> System<'a> for RenderSystem {
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);
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);
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fn run(&mut self, (mut pos, vel, draw, mut state, mut vk_processor): Self::SystemData) {
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fn run(&mut self, (mut pos, vel, 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.canvas_frame = CanvasFrame::new(state.window_size);
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state.compu_frame = CompuFrame::new(state.window_size);
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state.compu_frame = CompuFrame::new(state.window_size);
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@ -111,22 +110,17 @@ impl<'a> System<'a> for RenderSystem {
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for draw_data in (&draw).join() {
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for draw_data in (&draw).join() {
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let size = state.window_size.clone();
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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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state.canvas_frame.add(draw_data.0.get(size))
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}
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}
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vk_processor.run(&state.surface.clone().unwrap(),
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vk_processor.run(&state.surface.clone().unwrap(),
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&state.canvas_frame,
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&state.canvas_frame,
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&state.compu_frame);
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&state.compu_frame);
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}
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}
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}
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}
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struct SysA;
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struct SysA;
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impl<'a> System<'a> for SysA {
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impl<'a> System<'a> for SysA {
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type SystemData = (
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type SystemData = (
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Pos>,
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ReadStorage<'a, Vel>
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ReadStorage<'a, Vel>
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@ -149,7 +143,6 @@ impl<'a> System<'a> for SysA {
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pub fn main() {
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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 q1 = hprof::enter("setup");
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let q1 = hprof::enter("setup");
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@ -221,8 +214,6 @@ pub fn main() {
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// processor.get_font_handle(String::from("sansation.ttf")).unwrap();
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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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// 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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// That would probably look like a canvasFrame and compuFrame component which would
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@ -248,38 +239,31 @@ pub fn main() {
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});
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});
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// An entity may or may not contain some component.
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// An entity may or may not contain some component.
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world.create_entity().with(Vel(2.0)).with(Pos(0.0)).build();
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world.create_entity()
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.with(Vel(2.0))
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.with(Pos(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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.build();
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let mut dispatcher = DispatcherBuilder::new()
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let mut dispatcher = DispatcherBuilder::new()
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.with(SysA, "sys_a", &[])
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.with(SysA, "sys_a", &[])
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.with(RenderSystem, "render_s", &[]).build();
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.with(RenderSystem, "render_s", &[]).build();
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// This dispatches all the systems in parallel (but blocking).
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dispatcher.dispatch(&mut world);
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let mut funky_sprite = 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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let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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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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let slider = Slider::new((300.0, 50.0), (550.0, 100.0), 30000);
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drop(q2);
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drop(q2);
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drop(q1);
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drop(q1);
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let l = hprof::enter("Loop");
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let l = hprof::enter("Loop");
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let event_loop_proxy = events_loop.create_proxy();
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let event_loop_proxy = events_loop.create_proxy();
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std::thread::spawn(move || {
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std::thread::spawn(move || {
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@ -315,7 +299,6 @@ pub fn main() {
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});
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});
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// What would the component for a sprite be...
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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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// 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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// position + velocity could then be two more in one system
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@ -354,6 +337,8 @@ pub fn main() {
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delta_time = 0.02;
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delta_time = 0.02;
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}
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}
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accumulator_time += delta_time;
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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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dispatcher.dispatch(&mut world);
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}
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}
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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*control_flow = ControlFlow::Exit
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*control_flow = ControlFlow::Exit
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