window opens again but a lot of panicking D:
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parent
01ff7d39b1
commit
4b2d2a9dc4
3 changed files with 36 additions and 21 deletions
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@ -5,11 +5,11 @@ use glium::{glutin::surface::WindowSurface, winit::{application::ApplicationHand
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use crate::game_plugin::GamePlugin;
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pub struct Game {
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running: bool,
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game_plugin: Option<Box<dyn GamePlugin>>,
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window: Option<Window>,
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display: Option<glium::Display<WindowSurface>>,
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event_loop: EventLoop<()>
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pub running: bool,
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pub game_plugin: Option<Box<dyn GamePlugin>>,
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pub window: Option<Window>,
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pub display: Option<glium::Display<WindowSurface>>,
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pub event_loop: EventLoop<()>
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}
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impl Game {
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@ -31,7 +31,7 @@ impl Game {
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if let Some(ref mut game_plugin) = self.game_plugin {
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game_plugin.init();
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} else {
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todo!("Default Impl init")
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//todo!("Default Impl init")
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}
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let (_window, _display) = return_window(&self.event_loop);
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@ -43,7 +43,7 @@ impl Game {
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if let Some(ref mut game_plugin) = self.game_plugin {
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game_plugin.update();
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} else {
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todo!("Default Impl update")
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//todo!("Default Impl update")
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}
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}
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@ -54,10 +54,10 @@ impl Game {
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if let Some(ref mut game_plugin) = self.game_plugin {
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game_plugin.render(&mut target);
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} else {
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todo!("Default Impl render")
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//todo!("Default Impl render")
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}
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target.finish().unwrap();
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let _ = &target.finish().unwrap();
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}
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}
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@ -65,7 +65,7 @@ impl Game {
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if let Some(ref mut game_plugin) = self.game_plugin {
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game_plugin.cleanup();
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} else {
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todo!("Default Impl cleanup")
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//todo!("Default Impl cleanup")
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}
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}
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@ -89,6 +89,7 @@ impl Game {
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}
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}
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impl ApplicationHandler for Game {
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fn resumed(&mut self, event_loop: &event_loop::ActiveEventLoop) {
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self.window = Some(event_loop.create_window(Window::default_attributes()).unwrap())
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@ -120,6 +121,7 @@ impl ApplicationHandler for Game {
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}
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fn init_event_loop() -> EventLoop<()> {
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let event_loop = glium::winit::event_loop::EventLoop::builder()
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.build()
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@ -8,6 +8,14 @@ use glium::{glutin::surface::WindowSurface, uniform, uniforms, winit::{event::{s
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const ENGINE_NAME: &str = "Moonhare Engine";
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pub struct CPointer<T>(T);
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impl<T> Drop for CPointer<T> {
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fn drop(&mut self) {
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println!("Dropping")
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}
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}
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// rescaling: position *= factor;
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// rotating: new_position = vec2(pos.x * cos(angle) - pos.y * sin(angle), pos.x * sin(single) + pos.y * cos(angle));
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// skewing: position.x += position.y * factor;
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