i'm blue dabededabeday
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6 changed files with 66 additions and 19 deletions
1
Cargo.lock
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1
Cargo.lock
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@ -1058,6 +1058,7 @@ version = "0.1.0"
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name = "moonhare_game"
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version = "0.1.0"
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dependencies = [
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"moonhare_graphics",
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"moonhare_log",
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"moonhare_window",
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]
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@ -5,5 +5,6 @@ version.workspace = true
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authors.workspace = true
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[dependencies]
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moonhare_graphics = { path = "../moonhare_graphics" }
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moonhare_log = { path = "../moonhare_log" }
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moonhare_window = { path = "../moonhare_window" }
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moonhare_window = { path = "../moonhare_window" }
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@ -1,10 +1,10 @@
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//! Base functionality for a Moonhare Game Engine Project
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use std::sync::Arc;
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use std::rc::Rc;
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use moonhare_graphics::glium::{backend::Context, glutin::api::egl::context};
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use moonhare_log::*;
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use moonhare_window::{glfw::{self, PWindow}, platforms::glfw_window::GLFWWindow, Window, WindowRenderContext};
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use moonhare_window::{glfw::PWindow, platforms::glfw_window::GLFWWindow};
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pub mod basic;
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/// Only one Game may exist per project
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@ -12,8 +12,8 @@ pub mod basic;
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pub struct Game {
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pub is_running: bool,
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pub name: String,
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pub context: WindowRenderContext,
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pub glfw_window: Option<GLFWWindow>
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pub context: moonhare_window::WindowRenderContext,
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pub glfw_window: Option<moonhare_window::platforms::glfw_window::GLFWWindow>
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}
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impl Default for Game {
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@ -21,7 +21,7 @@ impl Default for Game {
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Self {
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is_running: true,
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name: default_game_name(),
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context: WindowRenderContext::OPENGLGLFW,
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context: moonhare_window::WindowRenderContext::OPENGLGLFW,
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glfw_window: None,
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}
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}
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@ -34,18 +34,28 @@ impl Game {
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pub fn run(self) {
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info("Running Game...");
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let mut glfw_window_unwrapped: GLFWWindow = self.glfw_window.unwrap();
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let mut glfw_window_unwrapped: moonhare_window::platforms::glfw_window::GLFWWindow = self.glfw_window.unwrap();
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let mut context: std::rc::Rc<moonhare_graphics::glium::backend::Context>;
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context = moonhare_graphics::build_context(glfw_window_unwrapped.glfw_window);
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while self.is_running {
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handle_window_event(&mut glfw_window_unwrapped);
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while self.is_running {
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let _ = move |mut window: GLFWWindow| {
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handle_window_event(&mut window);
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};
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// update();
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// render();
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render(context.clone());
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}
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}
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pub fn add_window(&mut self) {
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moonhare_log::info(format!("Adding window to {:?}", self));
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self.glfw_window =Some(Window::create(self.context).into());
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self.glfw_window =Some(moonhare_window::Window::create(self.context).into());
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}
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}
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@ -54,9 +64,15 @@ fn default_game_name() -> String {
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}
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/// Deals with GLFW Window Events (in `monhare_window`)
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fn handle_window_event(glfw_window: &mut GLFWWindow) {
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fn handle_window_event(glfw_window: &mut moonhare_window::platforms::glfw_window::GLFWWindow) {
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glfw_window.glfw_window.glfw.poll_events();
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for (_, event) in glfw::flush_messages(&glfw_window.events) {
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GLFWWindow::handle_window_event(&mut glfw_window.glfw_window, event);
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for (_, event) in moonhare_window::glfw::flush_messages(&glfw_window.events) {
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moonhare_window::platforms::glfw_window::GLFWWindow::handle_window_event(&mut glfw_window.glfw_window, event);
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}
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}
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fn render(context: Rc<Context>) {
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let mut target = moonhare_graphics::glium::Frame::new(context.clone(), context.get_framebuffer_dimensions());
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moonhare_graphics::glium::Surface::clear_color(&mut target, 0.0, 0.0, 1.0, 1.0);
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target.finish().unwrap();
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}
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@ -6,8 +6,8 @@ use moonhare_window::glfw::Context;
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// adopted from the glium repo -> examples -> manual_creation.rs
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#[derive(Clone)]
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struct Backend {
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gl_window: Rc<RefCell<moonhare_window::glfw::Window>>,
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pub struct Backend {
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pub gl_window: Rc<RefCell<moonhare_window::glfw::PWindow>>,
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}
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unsafe impl glium::backend::Backend for Backend {
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@ -1,3 +1,32 @@
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//! Crate for providing an abstraction layer over different graphics APIs
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use std::{cell::RefCell, rc::Rc};
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use glium::{backend::Context, Surface};
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use moonhare_window::glfw::{PWindow, Window};
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pub mod shader;
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pub mod backend;
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pub mod backend;
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pub use glium;
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pub fn build_context(window: PWindow) -> Rc<Context>{
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let gl_window = Rc::new(RefCell::new(window));
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// now building the context
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let context = unsafe {
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// The first parameter is our backend.
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//
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// The second parameter tells glium whether or not it should regularly call `is_current`
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// on the backend to make sure that the OpenGL context is still the current one.
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//
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// It is recommended to pass `true`, but you can pass `false` if you are sure that no
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// other OpenGL context will be made current in this thread.
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let backend = backend::Backend {
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gl_window: gl_window,
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};
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glium::backend::Context::new(backend, true, Default::default())
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}
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.unwrap();
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context
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}
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@ -1,6 +1,6 @@
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use std::sync::Arc;
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use glfw::{Context, Glfw, GlfwReceiver, PWindow, WindowEvent};
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use glfw::{Context, Glfw, GlfwReceiver, PWindow, Window, WindowEvent};
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use moonhare_event::{event::Event, events::window_events::window_close_event::WindowCloseEvent};
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use crate::{window_config, MoonhareWindow};
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@ -30,7 +30,7 @@ impl GLFWWindow {
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window.make_current();
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Self {
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glfw_window: window,
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glfw_window: window.try_into().unwrap(),
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events: events,
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glfw: glfw,
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is_running: true
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