i'm blue dabededabeday

This commit is contained in:
LunarAkai 2025-08-03 19:00:45 +02:00
commit 5a88e1c4c2
6 changed files with 66 additions and 19 deletions

1
Cargo.lock generated
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@ -1058,6 +1058,7 @@ version = "0.1.0"
name = "moonhare_game" name = "moonhare_game"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"moonhare_graphics",
"moonhare_log", "moonhare_log",
"moonhare_window", "moonhare_window",
] ]

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@ -5,5 +5,6 @@ version.workspace = true
authors.workspace = true authors.workspace = true
[dependencies] [dependencies]
moonhare_graphics = { path = "../moonhare_graphics" }
moonhare_log = { path = "../moonhare_log" } moonhare_log = { path = "../moonhare_log" }
moonhare_window = { path = "../moonhare_window" } moonhare_window = { path = "../moonhare_window" }

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@ -1,10 +1,10 @@
//! Base functionality for a Moonhare Game Engine Project //! Base functionality for a Moonhare Game Engine Project
use std::sync::Arc; use std::rc::Rc;
use moonhare_graphics::glium::{backend::Context, glutin::api::egl::context};
use moonhare_log::*; use moonhare_log::*;
use moonhare_window::{glfw::{self, PWindow}, platforms::glfw_window::GLFWWindow, Window, WindowRenderContext}; use moonhare_window::{glfw::PWindow, platforms::glfw_window::GLFWWindow};
pub mod basic; pub mod basic;
/// Only one Game may exist per project /// Only one Game may exist per project
@ -12,8 +12,8 @@ pub mod basic;
pub struct Game { pub struct Game {
pub is_running: bool, pub is_running: bool,
pub name: String, pub name: String,
pub context: WindowRenderContext, pub context: moonhare_window::WindowRenderContext,
pub glfw_window: Option<GLFWWindow> pub glfw_window: Option<moonhare_window::platforms::glfw_window::GLFWWindow>
} }
impl Default for Game { impl Default for Game {
@ -21,7 +21,7 @@ impl Default for Game {
Self { Self {
is_running: true, is_running: true,
name: default_game_name(), name: default_game_name(),
context: WindowRenderContext::OPENGLGLFW, context: moonhare_window::WindowRenderContext::OPENGLGLFW,
glfw_window: None, glfw_window: None,
} }
} }
@ -34,18 +34,28 @@ impl Game {
pub fn run(self) { pub fn run(self) {
info("Running Game..."); info("Running Game...");
let mut glfw_window_unwrapped: GLFWWindow = self.glfw_window.unwrap(); let mut glfw_window_unwrapped: moonhare_window::platforms::glfw_window::GLFWWindow = self.glfw_window.unwrap();
let mut context: std::rc::Rc<moonhare_graphics::glium::backend::Context>;
context = moonhare_graphics::build_context(glfw_window_unwrapped.glfw_window);
while self.is_running { while self.is_running {
handle_window_event(&mut glfw_window_unwrapped); let _ = move |mut window: GLFWWindow| {
handle_window_event(&mut window);
};
// update(); // update();
// render(); // render();
render(context.clone());
} }
} }
pub fn add_window(&mut self) { pub fn add_window(&mut self) {
moonhare_log::info(format!("Adding window to {:?}", self)); moonhare_log::info(format!("Adding window to {:?}", self));
self.glfw_window =Some(Window::create(self.context).into()); self.glfw_window =Some(moonhare_window::Window::create(self.context).into());
} }
} }
@ -54,9 +64,15 @@ fn default_game_name() -> String {
} }
/// Deals with GLFW Window Events (in `monhare_window`) /// Deals with GLFW Window Events (in `monhare_window`)
fn handle_window_event(glfw_window: &mut GLFWWindow) { fn handle_window_event(glfw_window: &mut moonhare_window::platforms::glfw_window::GLFWWindow) {
glfw_window.glfw_window.glfw.poll_events(); glfw_window.glfw_window.glfw.poll_events();
for (_, event) in glfw::flush_messages(&glfw_window.events) { for (_, event) in moonhare_window::glfw::flush_messages(&glfw_window.events) {
GLFWWindow::handle_window_event(&mut glfw_window.glfw_window, event); moonhare_window::platforms::glfw_window::GLFWWindow::handle_window_event(&mut glfw_window.glfw_window, event);
} }
} }
fn render(context: Rc<Context>) {
let mut target = moonhare_graphics::glium::Frame::new(context.clone(), context.get_framebuffer_dimensions());
moonhare_graphics::glium::Surface::clear_color(&mut target, 0.0, 0.0, 1.0, 1.0);
target.finish().unwrap();
}

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@ -6,8 +6,8 @@ use moonhare_window::glfw::Context;
// adopted from the glium repo -> examples -> manual_creation.rs // adopted from the glium repo -> examples -> manual_creation.rs
#[derive(Clone)] #[derive(Clone)]
struct Backend { pub struct Backend {
gl_window: Rc<RefCell<moonhare_window::glfw::Window>>, pub gl_window: Rc<RefCell<moonhare_window::glfw::PWindow>>,
} }
unsafe impl glium::backend::Backend for Backend { unsafe impl glium::backend::Backend for Backend {

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@ -1,3 +1,32 @@
//! Crate for providing an abstraction layer over different graphics APIs //! Crate for providing an abstraction layer over different graphics APIs
use std::{cell::RefCell, rc::Rc};
use glium::{backend::Context, Surface};
use moonhare_window::glfw::{PWindow, Window};
pub mod shader; pub mod shader;
pub mod backend; pub mod backend;
pub use glium;
pub fn build_context(window: PWindow) -> Rc<Context>{
let gl_window = Rc::new(RefCell::new(window));
// now building the context
let context = unsafe {
// The first parameter is our backend.
//
// The second parameter tells glium whether or not it should regularly call `is_current`
// on the backend to make sure that the OpenGL context is still the current one.
//
// It is recommended to pass `true`, but you can pass `false` if you are sure that no
// other OpenGL context will be made current in this thread.
let backend = backend::Backend {
gl_window: gl_window,
};
glium::backend::Context::new(backend, true, Default::default())
}
.unwrap();
context
}

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@ -1,6 +1,6 @@
use std::sync::Arc; use std::sync::Arc;
use glfw::{Context, Glfw, GlfwReceiver, PWindow, WindowEvent}; use glfw::{Context, Glfw, GlfwReceiver, PWindow, Window, WindowEvent};
use moonhare_event::{event::Event, events::window_events::window_close_event::WindowCloseEvent}; use moonhare_event::{event::Event, events::window_events::window_close_event::WindowCloseEvent};
use crate::{window_config, MoonhareWindow}; use crate::{window_config, MoonhareWindow};
@ -30,7 +30,7 @@ impl GLFWWindow {
window.make_current(); window.make_current();
Self { Self {
glfw_window: window, glfw_window: window.try_into().unwrap(),
events: events, events: events,
glfw: glfw, glfw: glfw,
is_running: true is_running: true